The Director Welcomes You

Who is Jerry Artist?

#b133c7

Location

Cool, Cloudless Austria

Time of Day

11:11

Extraction Point

48 Miles SWW

Time to Complete

24 Hours

Detectives,
We need your help. Agent Esther Dixon has gone missing and we believe "Chunky Bigfoot" is responsible. They were last seen in Austria at 17:13. The agent sent one final message – "A lone flower growing at the Garden of Bears". Take this Rusty Paint - it was their favorite tool and might help you.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Luis Chavez

Alias

"Chunky Bigfoot"

Features

5' 4"

Gray eyes

Faint curved scar / Left thumb

Organization

The Community of Thousands Circus

Emotions

Exhausted

Personality

Ultimately Humid

Motive

Disrupt the military because they straight up craycray

Bodyguard

Jerry the "Brutish Hydra"

Physical Size

Small-scale

Story

Additional Locations

The Small Crypt

Hidden Pond

Extermination Tower

Random Events

Sewer Evades the law

Vagrant screams at the top of their lungs

Wedding Cake Is being detained

Carcass Spontaneously disintegrates

World

Stores

Eli's Tea Pot Labs

Ingram's Hose Couture

Craig's Tea Set Arcade

Dixon's Shirt Logistics

Traps

Acid Arrow

Floor Net of Stealth

Objects

Tea Pot with a False bottom

Tea Set made of heavy metal

Secret Hose

Hidden Key

Boomerang of Stealth

Wand of Wonder

Caster’s spellbook has a handle and can be used as a shield +1

People

Name Codename Career Likes Dislikes
Adeline Ingram "Tough Legs" Merchant Ice Cubes Cellphones
Jesse Craig "Short Cappuccinos" Mole Baseball Broccoli
Julian Marquez Mechanic Boxes Tigers
Eli Diaz Cheerful Sticky Notes Socks
Esther Dixon Old Man Gym Memberships Attention

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).