The Director Welcomes You

Operation — Thankful Thanks

#a7c004

Location

Gorgeous, Foul Algeria

Time of Day

1:32

Extraction Point

190 Miles N

Time to Complete

14 Hours

Detectives,
We need your help. Agent Alexander McGuire has gone missing and we believe "Italian Anteaters" is responsible. They were last seen in Algeria at 18:16. The agent sent one final message – "A shrine is nearby at the Serpents Nest". Take this Light Level - it was their favorite tool and might help you.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Abel Morgan

Alias

"Italian Anteaters"

Features

6' 11"

Brown eyes

Small mole / Right middle finger

Organization

The Department of Tragic Mine

Emotions

Hesitant

Personality

Righteously Dangerous

Motive

Make a lot of money out of desperation

Bodyguard

Oscar the "Dire Yeti"

Physical Size

Paltry

Story

Additional Locations

The Thankful Lodge

Expensive Peninsula

Competency Suburbs

Random Events

Bellhop arrives in the mail

Toilet is heard screaming

Dead Animal Is being tortured

Princess scurries by

World

Stores

Calvin's Workbench Little shop

Mack's Hat Beauty Stop

Jennings's Workbench Technologies

McGuire's Satchel Labs

Traps

Bricks from Ceiling

Water-Filled Room of The Blackest Black

Objects

Workbench children's replica

Workbench with a False bottom

Secret Hat

Hidden Bow

Glasses of The Blackest Black

Wand of Wonder

Anyone nearby who ate in the past 1d4 hours is ravenously hungry 8955 Anyone nearby who ate in the past 1d4 hours vanishes until dawn

People

Name Codename Career Likes Dislikes
Harrison Mack "Drowsy Livers" Merchant Tigers Soda
Ian Jennings "Drowsy Eyes" Mole Lions Bears
Addison Harrington Exhilarated Money Potatoes
Calvin Rodgers Pharmacist Sharks Broccoli
Alexander McGuire Cosmetologist Tea Cooking

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).