The Director Welcomes You

Operation — Few People

#597a53

Location

Rainy, Gloomy Vietnam

Time of Day

2:1

Extraction Point

22 Miles NEE

Time to Complete

30 Hours

Undercover Emissaries,
We need your help. Agent Lilly Leonard has gone missing and we believe "Nice Mermaid" is responsible. They were last seen in Vietnam at 16:20. The agent sent one final message – "A roll of thunder at the Music Store". Take this Delicate Ashtray - it was their favorite tool and might help you.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Gianna Holt

Alias

"Nice Mermaid"

Features

4' 2"

Hazel eyes

Large moles / Left eye

Organization

The Commission of Huge Security

Emotions

Bitter

Personality

Kindheartedly Ambitious

Motive

Take over a country out of survival

Bodyguard

Crystal the "Clumsy Yeti"

Physical Size

Great

Story

Additional Locations

The Few Acropolis

Hidden Reef

Fatality Creek

Random Events

Whore Catches leprosy

Delivery Guy Gets their hand chopped off

Musical Spontaneously disintegrates

Reindeer is robbed

World

Stores

Gracie's Shelf of alcohol Couture

Alvarez's Butter Churner Beauty Stop

Ferguson's Key Solutions

Leonard's Pedestal Logistics

Traps

Poison Needle

Bestow Curse of Obliteration

Objects

Shelf of alcohol that has been hollowed out

Key that has been hollowed out

Secret Butter Churner

Hidden Watch

Goblet of Obliteration

Wand of Wonder

Caster thinks that he’s seeing through someone else’s eye

People

Name Codename Career Likes Dislikes
Amelia Alvarez "Wild Lox" Merchant Technology Sharks
Valeria Ferguson "Gross Matzo Balls" Mole Flashlights Eggs
Bryce Klein Dead Tired Comic Books Writers
Gracie Blake Flirty Cousins Squirrels
Lilly Leonard Surveyor Candles Oranges

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).