The Director Welcomes You

Who is Joseph Ladybug?

#af4ce8

Location

Stormy, Sunny Senegal

Time of Day

13:56

Extraction Point

171 Miles SEE

Time to Complete

19 Hours

Detectives,
This week should be easy. You are delivering a Musical instrument made of heavy metal. Get to Senegal at 05:09

Good Luck.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Aiden Hale

Alias

"Big Sea Lion"

Features

4' 8"

Green eyes

Faint curved scar / Left arm

Organization

The Office of Bewildered Pie

Emotions

Rageful

Personality

Especially Melted

Motive

Disrupt the military justice for a wrong-doing

Bodyguard

Joseph the "Sparkling Owl"

Physical Size

Scanty

Story

Additional Locations

The Purring Maze

Overpopulated Shelter

Joy Sanctuary

Random Events

Rhapsody screams at the top of their lungs

Meteor scurries by

Turtle meets disaster

Renaissance Faire Is being detained

World

Stores

Kevin's Musical instrument Beauty Stop

Gutierrez's crutch Unlimited

Rose's Tea Set Hole

Andrews's Globe Brothers

Traps

Poison Needle

Rolling Rock of Calamity

Objects

Musical instrument made of heavy metal

Tea Set children's replica

Secret crutch

Hidden Watch

Newspaper of Calamity

Wand of Wonder

Caster thinks that he’s invincible while he’s talking

People

Name Codename Career Likes Dislikes
Logan Gutierrez "Bullet Scars" Merchant Cellphones Chickens
August Rose "Yellow Stomachs" Mole Paper Television
Allison Warren Railroad Conductor Water Fire
Kevin Watkins Drunken Technology Robots
Sebastian Andrews Animator Candy Flashlights

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).