The Director Welcomes You

Who is Darnell Hunter?

#a0f9c4

Location

Wet, Windless Solomon Islands

Time of Day

18:16

Extraction Point

186 Miles SW

Time to Complete

37 Hours

Spy Deputies,
This week should be easy. You are delivering a Musical instrument made of heavy metal. Get to Solomon Islands at 23:05

Good Luck.

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Elena Banks

Alias

"Obese Worm"

Features

7' 2"

Gray eyes

Faint curved scar / Right thumb

Organization

The company of Raspy Craigslist

Emotions

Ambivalent

Personality

Surprisingly Nutritious

Motive

Take over a government to better Humanity

Bodyguard

Darnell the "Huge ghost"

Physical Size

Limited

Story

Additional Locations

The Brutish Spring

Expensive Villa

Death Grove

Random Events

Deadbeat chase a suspect

Vagrant Is throwing a protest

Crowd Evades the law

Spice Box is heard screaming

World

Stores

Nevaeh's Musical instrument Warehouse

Ramsey's Lipstick Bazaar

Owen's Counter Convenience store

James's Coat of Arms Productions

Traps

Large Net

Poisoned Arrow of Amnesia

Objects

Musical instrument made of heavy metal

Counter children's replica

Secret Lipstick

Hidden Lighter

Magazine of Amnesia

Wand of Wonder

A huge outcrop of beautiful crystals erupts under the target point

People

Name Codename Career Likes Dislikes
Genevieve Ramsey "The Eyes" Merchant Acorns Acorns
Messiah Owen "Indigo Spleens" Mole Peanut Butter Jigsaw Puzzles
Elizabeth Barnes Architect Soap Contracts
Nevaeh Campos Lawyer Jazz Rock n' Roll
Aliyah James Waiter Sharp Things Basketball

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).