The Director Welcomes You

Bird, Change, Horse, Spy.

#56dffd

Location

Gorgeous, Icy Guatemala

Time of Day

18:4

Extraction Point

86 Miles E

Time to Complete

46 Hours

Examiners,
It seems "King Koalas" has gone level 2. They have been broadcasting this message "A shrine is nearby at the Flooded Crystal". We need you to eliminate them, Boastfully. Their last known location was recorded at 18:01. You have a Vicious Chewing Gum as a last resort. Use carefully.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Jeremiah Hardy

Alias

"King Koalas"

Features

7' 6"

Brown eyes

Stretch Marks / Right hand

Organization

The Council of Ashy Horse

Emotions

Hateful

Personality

Boastfully Early

Motive

Take over a government to please their master

Bodyguard

Sam the "Skinny Werewolf"

Physical Size

Scanty

Story

Additional Locations

The Echoing Tower

Hidden Port

Peace Business

Random Events

Store drops from the sky

Rhapsody Spontaneously disintegrates

Alligator Bursts loudly

Chicken approaches

World

Stores

Michael's Sink Atelier

Romero's Statue Du jour

Christensen's Canopy Bed Beauty Stop

Tran's Ceramic Crock Logistics

Traps

Fusillade of Darts

Symbol of Hypnosis of Doom

Objects

Sink that is glowing

Canopy Bed children's replica

Secret Statue

Hidden Mace

Glasses of Doom

Wand of Wonder

When caster teleports, he arrives 2d4 hours later than expected

People

Name Codename Career Likes Dislikes
Miles Romero "Meaty Thumbs" Merchant Christmas Quartz Crystals
Landon Christensen "Green Bones" Mole Football Oranges
Genesis Jennings Pharmacist Sun Glasses Technology
Michael Curtis Bruised Acorns Tea
Gracie Tran Restless Chili Whipped Cream

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).