The Director Welcomes You

The Guide Amnesia Incident

#d191a4

Location

Dull, Humid Brunei

Time of Day

6:22

Extraction Point

195 Miles NWW

Time to Complete

12 Hours

Ambassadors,
We need your help. Agent Owen Holland has gone missing and we believe "Green Leprechaun" is responsible. They were last seen in Brunei at 21:05. The agent sent one final message – "An out of place door appears at the Serpents Nest". Take this Soft Bolt Cutter - it was their favorite tool and might help you.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Mattie Simpson

Alias

"Green Leprechaun"

Features

5' 11"

Green eyes

A second belly button / Left foot

Organization

The Council of Hissing Pump

Emotions

Interested

Personality

Enthusiastically Straight

Motive

Take over a government to become famous

Bodyguard

Hal the "Putrid Eel"

Physical Size

Little

Story

Additional Locations

The Chuffed Lagoon

Underwater City

Delight Citadel

Random Events

Skeleton Strikes the church bell

Tramp Adopts a nearby child

Spectator Is being tortured

Jug of Peanut Butter meets disaster

World

Stores

Ayden's Staircase Solutions

Casey's Painting Technologies

Cox's Crock Boutique

Holland's Workbench Hole

Traps

Falling Block

Arrow of Amnesia

Objects

Staircase that has been hollowed out

Crock that has been hollowed out

Secret Painting

Hidden Frying Pan

Polearm of Amnesia

Wand of Wonder

All within 50 yards think they’ll die unless they remain standing

People

Name Codename Career Likes Dislikes
Luis Casey "Left Knuckles" Merchant Rocks Whipped Cream
Melanie Cox "Short Throats" Mole Bears Snowglobes
Elijah Singh Plumber Sailboats Eggs
Ayden Matthews Ghost Plushies Soup
Owen Holland Barber Rock n' Roll Football

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).