The Director Welcomes You

Music, Spoon, Psychiatrist, Spy.

#88bfaf

Location

Chilly, Rainy Dominican Republic

Time of Day

14:43

Extraction Point

137 Miles W

Time to Complete

18 Hours

Spy Deputies,
As you can see you are trapped inside the outside of a Hidden Barn Dance . We almost couldn't find you — Please explain when you get back. All we know is "Heavy Cat" is responsible and they sent us this message - "A shadow passes at the Grey Hollow". Your mission was black bag, achieve what you can.

Hopefully you still have that Vicious Hammock hidden on you.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Annabelle Salazar

Alias

"Heavy Cat"

Features

6' 8"

Amber eyes

Small mole / Left foot

Organization

The Unit of Mushy Psychiatrist

Emotions

Alarmed

Personality

Reluctantly Sweltering

Motive

Make a lot of money to control the Children

Bodyguard

Nancy the "Clumsy Unicorn"

Physical Size

Mini

Story

Additional Locations

The Chuffed Sanctuary

Deserted Villa

Passion Spring

Random Events

Chicken Catches leprosy

Dancer Glistens gently

Wedding Cake Crashes slowly

Dracula stop the party and asks questions

World

Stores

Declan's Crock Brothers

Alexander's Coat of Arms Convenience store

Weber's Letter Opener Collective

Avila's Cabinet International

Traps

Razor-Wire across Hallway

Scything Blade of Animosity

Objects

Crock that is glowing

Letter Opener that is glowing

Secret Coat of Arms

Hidden Shield

Stave of Animosity

Wand of Wonder

Target’s sternum turns to glass

People

Name Codename Career Likes Dislikes
Willow Alexander "Violet Bones" Merchant Chocolate Television
Sophie Weber "Mad Feet" Mole Rocks Cartography
Joshua Hayes Veteran Rabbits Octopus
Declan Little Old Timer Harmonica Technology
Mckenzie Avila Tailor Squirrels Physics

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).