The Director Welcomes You

History, Cash, Error, Spy.

#d2cd9c

Location

Cloudless, Dull Cameroon

Time of Day

11:22

Extraction Point

112 Miles SEE

Time to Complete

5 Hours

Informants,
It seems "Blue giant" has gone level 2. They have been broadcasting this message "A roll of thunder at the Dragon's Sea". We need you to eliminate them, Frankly. Their last known location was recorded at 21:01. You have a Fluffy Cigarette as a last resort. Use carefully.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Lilly Hart

Alias

"Blue giant"

Features

6' 6"

Blue eyes

Stretch Marks / Right middle finger

Organization

The Task Force of Obnoxious Error

Emotions

Hesitant

Personality

Frankly Garrulous

Motive

Take over a country to cause catastrophe

Bodyguard

Emily the "Dire Pheonix"

Physical Size

Meager

Story

Additional Locations

The Jolly Peninsula

Hidden Villa

Weakness Forge

Random Events

Building Is accused by the law

Gallon of Trash Is hurled at the adventurers

Midwife approaches

Skeleton is being loudly arrested

World

Stores

Luca's Painting Du jour

Turner's Bench Boutique

Harvey's Sofa Beauty Stop

Watson's Statuette Market

Traps

Crushing Room

Floor Net of Redemption

Objects

Painting made of heavy metal

Sofa that is glowing

Secret Bench

Hidden Pike

Hammers of Redemption

Wand of Wonder

Target perceives himself to be the wealthiest person in the world

People

Name Codename Career Likes Dislikes
Tristan Turner "Silver Heels" Merchant Painting Tissues
Avery Harvey "Dull Brains" Mole Broccoli Stickers
Vivian Bowman Vision Rabbits Paperclips
Luca Baker Meteorologist Glitter Dolphins
Emilia Watson Barber Water Essential Oils

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).