The Director Welcomes You

The Loudly Jolly Agent

#1a5c58

Location

Chilly, Mild Croatia

Time of Day

18:48

Extraction Point

198 Miles NEE

Time to Complete

42 Hours

Ambassadors,
This week should be easy. You are delivering a Wingback chair made of heavy metal. Get to Croatia at 13:24

Good Luck.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Alexa Beck

Alias

"Yellow Opossums"

Features

7' 1"

Hazel eyes

Small mole / Right arm

Organization

The Division of Regal Machine

Emotions

Eager

Personality

Loudly Calamitous

Motive

Take over a country to better Humanity

Bodyguard

Peter the "Old starfish"

Physical Size

Enormous

Story

Additional Locations

The Jolly House

Crowded Shelter

Joy Crypt

Random Events

Odor Glistens gently

Bunny is heard screaming

Cookie Strikes the church bell

Fairy Ignites violently

World

Stores

Jason's Wingback chair Outlet

McCormick's Chair Factory

Terry's Crock Chic Chåteau

Schwartz's Canopy Bed Bureau

Traps

Scything Blade

Swinging Block of Exuberance

Objects

Wingback chair made of heavy metal

Crock that is glowing

Secret Chair

Hidden Morning Star

Credit Card of Exuberance

Wand of Wonder

Target can’t create or use magical fire for 1d4 years

People

Name Codename Career Likes Dislikes
Blake McCormick "Short Fingers" Merchant Comic Books Candles
Skylar Terry "Three Pinky's" Mole Whipped Cream Gym Memberships
Lincoln Mann Frazzled Shirts Flashlights
Jason Hubbard Plumber Essential Oils Bells
Ariel Schwartz Flirty Horses Water

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).