The Director Welcomes You

Operation — Many Handle

#d6b7cd

Location

Bright, Warm Yemen

Time of Day

11:43

Extraction Point

40 Miles N

Time to Complete

37 Hours

Informants,
This week should be easy. You are delivering a Spice shelf that has been hollowed out. Get to Yemen at 11:02

Good Luck.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Morris Gomez

Alias

"Slow Doppelganger"

Features

7' 9"

Amber eyes

A second belly button / Right hand

Organization

The Bureau of Wrong Women

Emotions

Uncomfortable

Personality

Kiddingly Rapid

Motive

Disrupt the military for scientific discovery

Bodyguard

Christopher the "Surrogate Mutants"

Physical Size

Mini

Story

Additional Locations

The Many Masquerade

Abandoned Tower

Freshness Castle

Random Events

Alligator Balances on a ledge

Bag of Flour scurries by

Biscuit Integrates silently into the group

Princess Is accused by the law

World

Stores

Willow's Spice shelf Market

Simon's Basket Collective

Sanders's Chair Closet

Holland's Paperweight Hole

Traps

Earthquake

Razor-Wire across Hallway of Bliss

Objects

Spice shelf that has been hollowed out

Chair that is glowing

Secret Basket

Hidden Magazine

Trident of Bliss

Wand of Wonder

Caster thinks that all royalty is hopelessly corrupt

People

Name Codename Career Likes Dislikes
Eloise Simon "Three Lemons" Merchant Cousins Harmonica
Eleanor Sanders "Wild Bones" Mole Drinking Limes
Raelynn Francis Chief Executive Officer Dolphins Sun Glasses
Willow Robinson Intoxicated Candy Sponges
Eric Holland Old Man Potatoes Snowglobes

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).