The Director Welcomes You

The Sheepishly Mushy Agent

#82e091

Location

Warm, Mild Antigua and Barbuda

Time of Day

10:12

Extraction Point

6 Miles SEE

Time to Complete

13 Hours

Informants,
It seems "Big Kaiju" has gone level 6. They have been broadcasting this message "A thick fog rolls in at the Rainbow Mountain". We need you to eliminate them, Sheepishly. Their last known location was recorded at 03:14. You have a Invisible Paint as a last resort. Use carefully.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Luis Barber

Alias

"Big Kaiju"

Features

7' 3"

Amber eyes

A second belly button / Right thumb

Organization

The Alliance of Jagged Ring

Emotions

Cautious

Personality

Sheepishly Encrusted

Motive

Make a lot of money for sibling rivalry

Bodyguard

Nick the "Tragic Griffin"

Physical Size

Giant

Story

Additional Locations

The Mushy Manor

Ancient Manor

Downfall Port

Random Events

Dancer drops from the sky

Delivery Guy Is under a curse

Chanting Cult Skips merrily

Pack of Wild Dogs Adopts a nearby child

World

Stores

Caleb's Canopy Bed Properties

Horton's Trunk Properties

Hanson's Candlesticks Labs

Pierce's Mantle Brothers

Traps

Javelin

Beehive of Bravery

Objects

Canopy Bed made of heavy metal

Candlesticks children's replica

Secret Trunk

Hidden Bracer

Bottle of Bravery

Wand of Wonder

Next horse ridden by caster is blasted to ashes beneath him

People

Name Codename Career Likes Dislikes
Weston Horton "Yellow Heels" Merchant Bread Sun Glasses
Alex Hanson "Orange Cheesecakes" Mole Jazz Houses
Vivian Lambert Broker Coffee Batteries
Caleb Griffith Animator Cats Contracts
Mason Pierce Waiter Sharks Drinking

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).