The Director Welcomes You

The Frame Delight Protocol

#8b1c4e

Location

Sunny, Gorgeous Trinidad and Tobago

Time of Day

6:2

Extraction Point

42 Miles NNW

Time to Complete

6 Hours

Ambassadors,
As you can see you are trapped inside approach a Underwater Port . We almost couldn't find you — Please explain when you get back. All we know is "Left Goblins" is responsible and they sent us this message - "An out of place door appears at the Ancient Fountain". Your mission was black ops, achieve what you can.

Hopefully you still have that Feminine Bonsai Tree hidden on you.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Tricia Thompson

Alias

"Left Goblins"

Features

4' 7"

Brown eyes

A second belly button / Left arm

Organization

The Incorporated of Smelly Wizard

Emotions

Sad

Personality

Acidly Unimportant

Motive

Take over a government because of grief and loss

Bodyguard

Oscar the "Unsightly Elephants"

Physical Size

Insignificant

Story

Additional Locations

The Mealy Festival

Bustling Isle

Dark Forge

Random Events

Bag of Flour Catches leprosy

Dead Animal catches on fire

Majestic Painting meets disaster

Vegetable emerges

World

Stores

Natalie's Fire poker set Collective

Franklin's Painting International

Guzman's Glass Jars Arcade

Flores's Fire poker set Couture

Traps

Blade Barrier

Poisoned Arrow of Delight

Objects

Fire poker set children's replica

Glass Jars with a False bottom

Secret Painting

Hidden Helmet

Notebook of Delight

Wand of Wonder

Everyone within 10 yards is chained together

People

Name Codename Career Likes Dislikes
Alice Franklin "All Spleens" Merchant Tea Cellphones
Jade Guzman "White Forearms" Mole Bears Tea
Isla Lowe Animator Lipstick Whipped Cream
Natalie Wolfe Bounty hunter Water Gym Memberships
Lydia Flores Frustrated Cats Bells

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).