Shadows, This week should be easy. You are delivering a Hat that is glowing. Get to Myanmar at 02:07
Good Luck.
— The Origami Swan you were holding self destructs.
Aaron Shaw
"Italian Cockatrice"
5' 7"
Red eyes
A second belly button / Left eye
The Division of Late Wood
Confident
Continually Childish
Disrupt the military to become rich
Jerry the "Deafening Porpoises"
Poor
The Sore Maze
Bustling Fortress
Fatality House
Fairy emerges
Diary is loose
Leopard Is getting confiscated
Lactose Intolerance Is being kidnapped
Adam's Hat Group
Guerrero's Fireplace Collective
Manning's Bible Arcade
Cummings's Easel Du jour
Dropping Ceiling
Wall Blade of Calming
Hat that is glowing
Bible children's replica
Secret Fireplace
Hidden Handcuffs
Chastity Belt of Calming
Next 1d10 attacks upon target leave him breathless and exhausted
Name | Codename | Career | Likes | Dislikes |
---|---|---|---|---|
Anthony Guerrero | "Nice Churros" | Merchant | Cellphones | Cousins |
Charlotte Manning | "Four Ribs" | Mole | Oranges | Broccoli |
Delilah Watts | Vision | Trees | Easter | |
Adam Garner | Barber | Chocolate | Pillows | |
Samantha Cummings | Pharmacist | Chickens | Soda |
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
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 UpGive 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.
Characters90% 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.
RollingThis 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 MasterYour 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.
EndingNo 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).