The Director Welcomes You

Yeast, Splint, Magic, Spy.

#0b28ef

Location

Rainy, Mild Singapore

Time of Day

4:43

Extraction Point

24 Miles SEE

Time to Complete

11 Hours

Meddlers,
This week should be easy. You are delivering a Chair children's replica. Get to Singapore at 19:12

Good Luck.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Thomas Hamilton

Alias

"Heavy Pig"

Features

7' 5"

Gray eyes

Large deep scar / Left leg

Organization

The Clique of Bewildered Magic

Emotions

Inferior

Personality

Unbearably Chilly

Motive

Take over a government to be left alone

Bodyguard

Tiffany the "Weak Gremlin"

Physical Size

Vast

Story

Additional Locations

The Masochistic Crypt

Ancient Shelter

Extinction Circus

Random Events

Bag of Lemons Gets their hand chopped off

Amulet is robbed

Turtle Is throwing a protest

Rhapsody stop the party and asks questions

World

Stores

Eli's Chair Labs

Logan's Bench Emporium

Solis's Trinket Emporium

Beck's Basket Logistics

Traps

Water-Filled Room

Acid Arrow of Destruction

Objects

Chair children's replica

Trinket with a False bottom

Secret Bench

Hidden Targe

Blades of Destruction

Wand of Wonder

Target’s head shrinks to the size of his closed fist

People

Name Codename Career Likes Dislikes
Xander Logan "Drowsy Livers" Merchant Jazz Deodorant
Giovanni Solis "Yellow Matzo Balls" Mole Doors Doors
Kylie Simpson Stressed Painting Rocks
Eli Horton Railroad Conductor Trees Robots
Norah Beck Shadow Peanut Butter Football

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).