The Director Welcomes You

Who is Tony Fly?

#015210

Location

Cloudy, Warm Morocco

Time of Day

24:5

Extraction Point

13 Miles W

Time to Complete

46 Hours

Sleuths,
It seems "Dull Mummy" has gone level 3. They have been broadcasting this message "A stranger can be seen in the shadows at the Great Shadow". We need you to eliminate them, Youthfully. Their last known location was recorded at 01:01. You have a Light Bible as a last resort. Use carefully.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Sara Schneider

Alias

"Dull Mummy"

Features

4' 11"

Gray eyes

Large deep scar / Left middle finger

Organization

The Agency of Full Collar

Emotions

Attraction

Personality

Youthfully Thousands

Motive

Disrupt the military to better Humanity

Bodyguard

Tony the "Lively Rhinoceroses"

Physical Size

Minuscule

Story

Additional Locations

The Brave House

Bustling Sanctuary

Indecision Park

Random Events

Renaissance Faire Spontaneously disintegrates

Robber drops from the sky

Store Strikes the church bell

Procession Protests

World

Stores

Camden's Telescope Technologies

Kelley's Fire poker set Warehouse

McCarthy's Cabinet Wardrobe

Rogers's Tapestry Boutique

Traps

Razor-Wire across Hallway

Beehive of Well-being

Objects

Telescope children's replica

Cabinet with a False bottom

Secret Fire poker set

Hidden Medallion

Morning Star of Well-being

Wand of Wonder

Caster’s spellbook has 60% Magic Resistance

People

Name Codename Career Likes Dislikes
Weston Kelley "Tough Elbows" Merchant Tea Syrup
Juan McCarthy "Drowsy Lox" Mole Limes Eggs
Aubrey Baker Consultant Lions Children's Stories
Camden Harrison Art Therapist Dinosaurs Video Games
Tyler Rogers Artist Mirrors Sticks

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).