The Director Welcomes You

Who is Tony Cheese?

#6fde7a

Location

Dry, Cloudless Algeria

Time of Day

16:7

Extraction Point

20 Miles SWW

Time to Complete

33 Hours

Spy Deputies,
This week should be easy. You are delivering a Platter with a False bottom. Get to Algeria at 23:16

Good Luck.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Juliana Kramer

Alias

"Obese Sea Lion"

Features

4' 1"

Red eyes

Faint curved scar / Left foot

Organization

The Bureau of Portly Art

Emotions

Rejected

Personality

Quaintly Crashing

Motive

Take over a government to cause catastrophe

Bodyguard

Tony the "Gregorian Giraffe"

Physical Size

Full

Story

Additional Locations

The Obtuse Tower

Underwater Lodge

Pleasure Manor

Random Events

Lactose Intolerance Ignites violently

Butter Shipment Ignites violently

Box of Mice Bounces oddly

Nomad Is frozen into a block of ice

World

Stores

Eva's Platter Collective

Glover's Letter Opener Supermarket

Riley's Wingback chair Emporium

Love's Key Technologies

Traps

Burning Hands

Blade Barrier of Euthanasia

Objects

Platter with a False bottom

Wingback chair that is glowing

Secret Letter Opener

Hidden Pants

Greaves of Euthanasia

Wand of Wonder

Caster awakens to find that the last 1d8 hours were only a dream

People

Name Codename Career Likes Dislikes
Lillian Glover "White Muscles" Merchant Eggs Dice
Margaret Riley "Big Toes" Mole Boxes Broccoli
Morris Torres Meteorologist Butterflies Honey
Eva Acosta Firefighter Trucks Eggs
Vincent Love Drunken Dinosaurs Cartography

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).