The Director Welcomes You

The Brightly Prominent Agent

#c32264

Location

Balmy, Cloudy Armenia

Time of Day

8:44

Extraction Point

42 Miles NW

Time to Complete

7 Hours

Undercover Emissaries,
This week should be easy. You are delivering a Oil Lamp made of heavy metal. Get to Armenia at 01:20

Good Luck.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Adeline Hale

Alias

"Black Yeti"

Features

6' 9"

Brown eyes

Small mole / Left thumb

Organization

The company of Heavy Poison

Emotions

Revulsion

Personality

Brightly Dusty

Motive

Take over a country out of jealousy

Bodyguard

Jackie the "Tiring Bigfoot"

Physical Size

Shrimpy

Story

Additional Locations

The Prominent Fortress

Archaic Barn Dance

Demise Port

Random Events

Delivery Guy approaches

Majestic Painting chase a suspect

Robber explodes

Pine Branch arrives in the mail

World

Stores

Chase's Oil Lamp Creative

Ortega's Statuette Worldwide

Jennings's Flowers Growing International

Dennis's Platter Du jour

Traps

Crushing Room

Collapsing Column of Disaster

Objects

Oil Lamp made of heavy metal

Flowers Growing children's replica

Secret Statuette

Hidden Necklace

Bangle of Disaster

Wand of Wonder

Every other day, the target is 5d10 years older than his true age

People

Name Codename Career Likes Dislikes
Gracie Ortega "Red Lox" Merchant Rocks Cats
Ayden Jennings "Plump Knuckles" Mole Dolphins Quartz Crystals
Finn Gordon Indifferent Candy Glitter
Chase Schneider Drunken Coffee Paperclips
Dominic Dennis Weakened Batteries Basketball

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).