The Director Welcomes You

The Friends Bravery Protocol

#57516e

Location

Cool, Dark Honduras

Time of Day

23:25

Extraction Point

65 Miles NNW

Time to Complete

45 Hours

Meddlers,
This week should be easy. You are delivering a Basket children's replica. Get to Honduras at 00:03

Good Luck.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Eleanor Rowe

Alias

"Short Banshee"

Features

6' 8"

Amber eyes

A second belly button / Right eye

Organization

The Sorority of Faithful Tank

Emotions

Disgraced

Personality

Kiddingly Pugilistic

Motive

Disrupt the military for honor

Bodyguard

Bobby the "Revolting Rhinoceroses"

Physical Size

Scanty

Story

Additional Locations

The Annoying Carousal

Abandoned Grove

Cleanliness Citadel

Random Events

Safe Ignites violently

Bottle of Soy Sauce overflows

Crazy Man Is getting confiscated

Leopard overflows

World

Stores

Skylar's Basket Cosmetics

Vazquez's Cabinet Discount

Brooks's Coat Du jour

Burgess's Bottle Closet

Traps

Blade Barrier

Black Tentacles of Bravery

Objects

Basket children's replica

Coat made of heavy metal

Secret Cabinet

Hidden Shoe

Chewing Gum of Bravery

Wand of Wonder

Next potion imbibed by caster makes him think that he’s invisible

People

Name Codename Career Likes Dislikes
Cole Vazquez "No Pastrami's" Merchant Tissues Contracts
Andrea Brooks "Slow Legs" Mole Water Rubber Bands
Lincoln Adams Envious Water Chickens
Skylar Buchanan Railroad Conductor Sharp Things Rabbits
Preston Burgess Plumber Football Attention

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).