The Director Welcomes You

Operation — Black History

#15a4be

Location

Warm, Cloudless Myanmar

Time of Day

8:40

Extraction Point

180 Miles NWW

Time to Complete

6 Hours

Meddlers,
I have sent you to the top of a Compact Carousal to look for a suspect by the name "Italian Leprechaun". This mission is intelligence. Their recent activity is concerning and we need you to disable the bomb. We don't know much about their goals but we've intercepted this cryptic message – "A vagrant asks for food at the Dragon's Sea".

We're low budget this mission – I've packed a Fluffy Clock in your kit to help.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Jesus Hernandez

Alias

"Italian Leprechaun"

Features

4' 1"

Blue eyes

Large deep scar / Right foot

Organization

The Committee of Wide Crack

Emotions

Neglected

Personality

Sadly Bald

Motive

Take over a government justice for a wrong-doing

Bodyguard

Chuckie the "Strung Out Turtle"

Physical Size

Minute

Story

Additional Locations

The Black Spring

Underwater Circus

Destruction Masquerade

Random Events

Mutant approaches

Cookie grabs a lady's purse

Crazy Man Bursts loudly

Bard Finds gold in the water

World

Stores

Jasmine's Skeletal Animal Factory

Davis's Vanity Arcade

White's Bonsai Group

Townsend's Oil Lamp Beauty Stop

Traps

Poison Dart

Large Net of Fragility

Objects

Skeletal Animal that is glowing

Bonsai made of heavy metal

Secret Vanity

Hidden Boomerang

Watch of Fragility

Wand of Wonder

Target asserts that he’ll die unless he cuts off his own hand

People

Name Codename Career Likes Dislikes
Jaxson Davis "One Bagels" Merchant Pillows Notes
Esther White "Red Brains" Mole Video Games Music
Declan Alvarado The Body Water Chocolate
Jasmine Klein Plumber Bread Peanut Butter
Luke Townsend Geologist Paperclips Music

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).