The Director Welcomes You

The Tiny Security Insecurity

#05cc57

Location

Windless, Foul Senegal

Time of Day

4:9

Extraction Point

6 Miles NE

Time to Complete

40 Hours

Informants,
It seems "Junior Ghost" has gone level 7. They have been broadcasting this message "A white horse dashes past at the Flooded Crystal". We need you to eliminate them, Crossly. Their last known location was recorded at 19:03. You have a Light Spoon as a last resort. Use carefully.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Ellie Higgins

Alias

"Junior Ghost"

Features

5' 2"

Blue eyes

Large moles / Left thumb

Organization

The Club of Broad Curvy

Emotions

Delighted

Personality

Crossly Angry

Motive

Take over a government to lust for power

Bodyguard

James the "Shy Goblins"

Physical Size

Trifling

Story

Additional Locations

The Tiny Suburbs

Touristy Maze

Power Creek

Random Events

Bear Finds gold in the water

Bag of Lemons scurries by

VAT of Broth emerges

Gypsy Is accused by the law

World

Stores

Josephine's Wingback chair Factory

Espinoza's Trophy Worldwide

Wells's Brass Replica Hole

Flores's Suit of armor Creative

Traps

Acid Arrow

Phantasmal Killer of Calamity

Objects

Wingback chair with a False bottom

Brass Replica made of heavy metal

Secret Trophy

Hidden Ring

Whip of Calamity

Wand of Wonder

Next puddle stepped in by target teleports him to a nearby lake

People

Name Codename Career Likes Dislikes
Abigail Espinoza "Violet Thumbs" Merchant Jigsaw Puzzles Washing Machines
Angelina Wells "Cramped Boy" Mole Cookies Chili
Jacob Lloyd Professional Bridesmaid Water Quartz Crystals
Josephine Manning Waiter Dolphins Rubber Stamps
Ella Flores Demon Acorns Jazz

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).