The Director Welcomes You

Who is Penelope Rollercoaster?

#e14f50

Location

Foul, Mild Gabon

Time of Day

21:57

Extraction Point

63 Miles SSW

Time to Complete

3 Hours

Investigators,
It seems "Italian Rabbit" has gone level 9. They have been broadcasting this message "An object nearby starts bleeding at the Wizard's Scar". We need you to eliminate them, Oddly. Their last known location was recorded at 21:18. You have a Rusty File as a last resort. Use carefully.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Angel Welch

Alias

"Italian Rabbit"

Features

6' 2"

Hazel eyes

Large deep scar / Left eye

Organization

The Council of Repulsive Collar

Emotions

Shamed

Personality

Oddly Rich

Motive

Make a lot of money to become famous

Bodyguard

Penelope the "Old Pixie"

Physical Size

Young

Story

Additional Locations

The Didactic Acropolis

Bustling Acropolis

Endownment Sanctuary

Random Events

Nomad Evades the law

Crying Child is heard screaming

Drunk chase a suspect

Water Vessel Is frozen into a block of ice

World

Stores

Hailey's Chair Bazaar

Jordan's Ring International

Bush's Lamp Productions

Harrington's Globe International

Traps

Javelin

Poison Dart of Irritation

Objects

Chair with a False bottom

Lamp that is glowing

Secret Ring

Hidden Boiled Leather

Hammers of Irritation

Wand of Wonder

Next weapon nearby to draw blood ceases to exist

People

Name Codename Career Likes Dislikes
Antonio Jordan "Small Toes" Merchant Sharks Painting
Amy Bush "Stiff Feet" Mole Soccer Eggs
Kinsley Duran Bounty hunter Sailboats Pillows
Hailey Garcia Waiter Doves Trucks
Ariana Harrington Consultant Teeth Potatoes

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).