The Director Welcomes You

Group Royale

#012697

Location

Dark, Cloudy The Gambia

Time of Day

5:1

Extraction Point

18 Miles S

Time to Complete

10 Hours

Agents,
We need your help. Agent Tristan Brewer has gone missing and we believe "Heavy Demon" is responsible. They were last seen in The Gambia at 08:08. The agent sent one final message – "A roll of thunder at the Fallen King". Take this Clean Stapler - it was their favorite tool and might help you.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Alexis Arnold

Alias

"Heavy Demon"

Features

5' 11"

Amber eyes

Large deep scar / Right leg

Organization

The League of Red Government

Emotions

Overwhelmed

Personality

Naturally Encrypted

Motive

Disrupt the military to lead a mutiny

Bodyguard

Nicky the "Vacant child"

Physical Size

Immense

Story

Additional Locations

The Fast Isle

Underwater City

Stealth Manor

Random Events

Turtle Ignites violently

Transport Is under a curse

Demon Is throwing a protest

Biscuit grabs a lady's purse

World

Stores

Nora's Clamp Group

McBride's Medallion Convenience store

Nelson's Lipstick Threads

Brewer's Pipe Emporium

Traps

Javelin

Earthquake of Excitement

Objects

Clamp children's replica

Lipstick made of heavy metal

Secret Medallion

Hidden Button

Helmet of Excitement

Wand of Wonder

Target’s weapon sprouts leaves

People

Name Codename Career Likes Dislikes
Lucy McBride "Tough Hearts" Merchant Baseball Contracts
Thomas Nelson "Green Stomachs" Mole Comic Books Potatoes
Josephine Long Secretary Cats Writers
Nora White Phantom Bracelets Peanut Butter
Tristan Brewer Physician Clocks Lipstick

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).