The Director Welcomes You

The Boyscouts Demise Protocol

#ce0603

Location

Gloomy, Miserable Slovakia

Time of Day

7:9

Extraction Point

133 Miles N

Time to Complete

22 Hours

Meddlers,
We need your help. Agent Lucia Owen has gone missing and we believe "Obese Mutants" is responsible. They were last seen in Slovakia at 00:09. The agent sent one final message – "A traveling merchant appears at the Stone Circle". Take this Sharp Ashtray - it was their favorite tool and might help you.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Aubrey Vazquez

Alias

"Obese Mutants"

Features

6' 2"

Amber eyes

Large moles / Right leg

Organization

The Clique of Better Leash

Emotions

Frustrated

Personality

Nicely Progressive

Motive

Make a lot of money to become the best

Bodyguard

Christopher the "Wet child"

Physical Size

Narrow

Story

Additional Locations

The Unkempt City

Overpopulated Isle

Destiny Island

Random Events

Jug of Peanut Butter Skips merrily

Ninja Crashes slowly

Bottle of Soy Sauce chase a suspect

Building strikes the ground

World

Stores

Elias's Wingback chair Specialities

Schmidt's Bottle Cosmetics

Willis's Shirt Brothers

Owen's Drawers Factory

Traps

Wall Blade

Wall Blade of Demise

Objects

Wingback chair made of heavy metal

Shirt with a False bottom

Secret Bottle

Hidden Javelins

Katana of Demise

Wand of Wonder

Target’s pockets and mouth are full of sand

People

Name Codename Career Likes Dislikes
Joshua Schmidt "Italian Boy" Merchant Batteries Hamsters
Everett Willis "All Bones" Mole Potatoes Christmas
Catherine Bailey Midwife Candles Basketball
Elias Nelson Flirty Painting Water
Lucia Owen Ghost Cellphones 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).