The Director Welcomes You

The Soiree Irritation Incident

#cad396

Location

Arid, Warm Bulgaria

Time of Day

23:18

Extraction Point

129 Miles E

Time to Complete

12 Hours

Scrutinizers,
This week should be easy. You are delivering a Marionette made of heavy metal. Get to Bulgaria at 22:02

Good Luck.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Jacob Mills

Alias

"Big Sprite"

Features

4' 4"

Brown eyes

Large moles / Right leg

Organization

The Office of Didactic Error

Emotions

Angry

Personality

Youthfully Fried

Motive

Disrupt the military to become rich

Bodyguard

David the "Avian child"

Physical Size

Giant

Story

Additional Locations

The Elevated Maze

Compact Barn Dance

Fire Port

Random Events

Donkey chase a suspect

Panhandler meets disaster

Odor explodes

Thief Is accused by the law

World

Stores

Daisy's Marionette Bureau

Hunter's File Little shop

Banks's Pipe Brothers

Jones's Picture Frame Logistics

Traps

Ceiling Pendulum

Bricks from Ceiling of Irritation

Objects

Marionette made of heavy metal

Pipe made of heavy metal

Secret File

Hidden Guthook

Spear of Irritation

Wand of Wonder

When target next sleeps, he sleeps for 2d20 days and nights

People

Name Codename Career Likes Dislikes
Ryder Hunter "Gross Feet" Merchant Television Lions
Aliyah Banks "No Pinky's" Mole Photography Bells
Nora Jones Judge Lions Sticky Notes
Daisy Tyler Old Man Toilets Cookies
Paige Jones Plumber Dolphins Toilets

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).