The Director Welcomes You

Cork, Buffalo Nickel, Force, Spy.

#8d32b4

Location

Miserable, Calm Liberia

Time of Day

2:20

Extraction Point

187 Miles SSW

Time to Complete

46 Hours

Silent Negotiators,
I have sent you to climb a Underwater Arcade to look for a suspect by the name "Small Mermaid". This mission is anti-surveillance. Their recent activity is concerning and we need you to assassinate the target. We don't know much about their goals but we've intercepted this cryptic message – "A black cat runs past at the Three Fingers".

We're low budget this mission – I've packed a Vicious Lamp in your kit to help.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Graham Sherman

Alias

"Small Mermaid"

Features

7' 10"

Amber eyes

Large deep scar / Right arm

Organization

The company of Mastadonic Force

Emotions

Relieved

Personality

Rigidly Ugly

Motive

Take over a government for scientific discovery

Bodyguard

Nancy the "Vacant Manticore"

Physical Size

Short

Story

Additional Locations

The Numerous Circus

Bustling Citadel

Disaster Castle

Random Events

Bellhop Salutes the adventurers

Musical Is under a curse

Chicken Is being tortured

Crow Adopts a nearby child

World

Stores

Emerson's Candle Unlimited

Leon's Bookcase Boutique

Weaver's Chaise Outlet

Rojas's Crate Wardrobe

Traps

Dropping Ceiling

Moving Executioner Statue of Doom

Objects

Candle that is glowing

Chaise that has been hollowed out

Secret Bookcase

Hidden Handcuffs

Coif of Doom

Wand of Wonder

Caster can extend his legs to 150% of their normal length at will

People

Name Codename Career Likes Dislikes
Luis Leon "Cheap Stomachs" Merchant Death Stickers
Jade Weaver "Drowsy Bagels" Mole Cellphones Water
Nicholas Castro Funeral Director Paper Trees
Emerson Munoz Old Timer Rocks Jazz
Mya Rojas Musician Essential Oils Broccoli

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).