The Director Welcomes You

Operation — Juicy Space Station

#d332c5

Location

Calm, Overcast Sierra Leone

Time of Day

8:35

Extraction Point

67 Miles SSW

Time to Complete

10 Hours

Agents,
This week should be easy. You are delivering a Toolbox that has been hollowed out. Get to Sierra Leone at 15:24

Good Luck.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Emery Cox

Alias

"Yellow Hobgoblin"

Features

5' 2"

Gray eyes

Large moles / Right eye

Organization

The Agency of Old Lunch

Emotions

Pleased

Personality

Searchingly Sturdy

Motive

Make a lot of money to please their master

Bodyguard

Charles the "Crooked Bear"

Physical Size

Puny

Story

Additional Locations

The Juicy Tower

Pitch Black Island

Euphoria Barn Dance

Random Events

Mutant is heard screaming

Chicken Calls menacingly

Diary Is getting confiscated

Chunk of Beef strikes the ground

World

Stores

Jasper's Toolbox Threads

Farmer's Loveseat Hole

King's Tea Set Industries

Butler's Statuette Hole

Traps

Compacting Room

Incendiary Cloud of Well-being

Objects

Toolbox that has been hollowed out

Tea Set children's replica

Secret Loveseat

Hidden Credit Card

Blowgun of Well-being

Wand of Wonder

Water gives no benefit to target if imbibed while indoors

People

Name Codename Career Likes Dislikes
Quinn Farmer "Fast Falafels" Merchant Limes Water
Christopher King "Drowsy Elbows" Mole Drinking Money
Giovanni Banks Surgeon Painting Television
Jasper Contreras Veterinarian Chickens Rocks
Caleb Butler Annoyed Rubber Bands Horses

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).