The Director Welcomes You

Who is Darnell Tampon?

#cab7ab

Location

Windless, Hot Iran

Time of Day

11:54

Extraction Point

146 Miles S

Time to Complete

23 Hours

Sleuths,
This week should be easy. You are delivering a Lipstick with a False bottom. Get to Iran at 16:08

Good Luck.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Tyler Moody

Alias

"Silver potato"

Features

7' 4"

Hazel eyes

A second belly button / Right middle finger

Organization

The Council of Angry Luge

Emotions

Disillusioned

Personality

Scarily Delightful

Motive

Take over a government to become rich

Bodyguard

Darnell the "Heavy Vampires"

Physical Size

Small-scale

Story

Additional Locations

The Rich Fortress

Pitch Black Business

Oblivion Mansion

Random Events

Dancer is loose

Midwife Protests

Wanderer Attempts to rob a bank

Milk Shipment Is being detained

World

Stores

Vivian's Lipstick Labs

Moore's Vase Ventures

Hoffman's Figurine Boutique

Hanson's Medallion Warehouse

Traps

Rune of Paralyzation

Fire of Euthanasia

Objects

Lipstick with a False bottom

Figurine made of heavy metal

Secret Vase

Hidden Rapier

Pants of Euthanasia

Wand of Wonder

All rope within 50 yards is permanently invisible

People

Name Codename Career Likes Dislikes
Eric Moore "Violet Eyes" Merchant Socks Water
Nevaeh Hoffman "Drowsy Livers" Mole Slippers Potatoes
Valentina Erickson Railroad Conductor Cellphones Snowglobes
Vivian Tate Frazzled Ice Cubes Honey
Carlos Hanson Intoxicated Scarves Scarves

Cipher



                

                
 
                

                

                

                

                

                

The Fuck Is This?

After years of playing Dungeons & Dragons, I decided to make a variation where everything is improv. The DM knows as much as the players and you tell a story together - sitcom style. We use this site as a quest starter, think of some characters, and see how much we can make each other laugh.

It's designed to be simple, portable, and dependent on being creative & inventive. I wanted a framework to guide the plot forward but let us find the story. This page is just a guide to help the stories become too redundant - take as much as you want, ignore as much as you need. If you want to follow along with our adventures or read some examples, check out my personal story notes.

This concept and site was crafted by Andrew Maruska with linguistic help from Evan Stark

But how?

The Most Important Rule

Be Silly. The goal is to laugh not to have a normal adventure. Someone wants to go to the moon? Fuck yeah they do and we're going to do it with medieval technology.

Set Up

Give the players a home base, a year they want to play in, and some general ownership of the setup. It's more successful when everyone has helped create the world because when a player makes suggestions it's easier to integrate them without feeling too precious. It helps to have a figurehead that assigns the quest to authoritatively start.

Characters

90% of creating a character here is a funny voice you're forced to talk in for 3 hours. I typically have people pick one trait they want to be good at and give them a slight advantage when using that - and the same for a negative trait. Don't overcomplicate it. They wanna be a skateboarder who can't feel love? perfect. +2 to cool & -2 to social acceptance.

Rolling

This can be whatever you want but as a general rule I use d20's as a graded scale. Sometimes, I craft the roll to mimic the action i.e. if they are walking a tight rope then might need to roll a 10 because 20 & 1 make them fall to one side or the other. Rolling in D&D got boring so make it fun again.

Dungeon Master

Your goal is to say 'Yes and...' but realistically it's 'Yes and roll to see if you can actually do that triple backflip down the cliff to mount the attacking phoenix...' - It's okay to make them fail, just don't tell them no. This guide is to help you be 1 step ahead of the players but it can't know the vibe of the room, have some empathy and play to the crowd.

Ending

No one can tell you this. The guide is to help you get 1/3 of the adventure set up and the rest will be created by the adventuring party. Have fun with it and try to tie up some loose ends at the end (or don't and bring them back for another adventure).