The Director Welcomes You

Who is Tiffany Cocktail?

#3ef2d5

Location

Wet, Gorgeous Eritrea

Time of Day

20:48

Extraction Point

76 Miles W

Time to Complete

6 Hours

Ambassadors,
As you can see you are trapped inside enter a Hidden Barn Dance . We almost couldn't find you — Please explain when you get back. All we know is "Black The Grim Reaper" is responsible and they sent us this message - "The group finds a sword in a stone at the Top of the carousel wheel". Your mission was intelligence, achieve what you can.

Hopefully you still have that Mechanical Pair of Gloves hidden on you.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Melanie Graham

Alias

"Black The Grim Reaper"

Features

7' 11"

Blue eyes

Large deep scar / Right thumb

Organization

The Incorporated of Silly Newspaper

Emotions

Disliked

Personality

Delightfully Shaggy

Motive

Take over a government out of greed

Bodyguard

Tiffany the "Brave Unicorn"

Physical Size

Fat

Story

Additional Locations

The Repulsive Barn Dance

Polluted Mansion

Exuberance Acropolis

Random Events

Renaissance Faire screams at the top of their lungs

Wanderer explodes

Tramp Evades the law

Reindeer Gets their hand chopped off

World

Stores

Josiah's Cabinet Hole

Hall's Watch Arcade

Washington's Armoir Discount

Rios's Shirt Wardrobe

Traps

Hail of Needles

Rolling Rock of Ruin

Objects

Cabinet that has been hollowed out

Armoir with a False bottom

Secret Watch

Hidden Guthook

Diary of Ruin

Wand of Wonder

Caster begins to resemble the next person who touches him

People

Name Codename Career Likes Dislikes
Kylie Hall "Blue Hands" Merchant Whipped Cream Bells
Isabel Washington "The Hands" Mole Sticks Snowglobes
Clara Mills Electrician Tigers Whipped Cream
Josiah Ortiz Scientist Doors Video Games
Camden Rios Art Therapist Lamps Hamsters

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).