The Director Welcomes You

Wall, Upper Management, Sewer, Spy.

#14f209

Location

Rainy, Chilly Niger

Time of Day

5:13

Extraction Point

191 Miles NNW

Time to Complete

26 Hours

Spy Deputies,
This week should be easy. You are delivering a Hanging Birdcage made of heavy metal. Get to Niger at 10:08

Good Luck.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Lucy May

Alias

"Silver Pegasus"

Features

7' 9"

Brown eyes

Large moles / Left thumb

Organization

The Community of Lazy Sewer

Emotions

Concern

Personality

Elegantly Handsome

Motive

Make a lot of money out of jealousy

Bodyguard

Darnell the "Tender Python"

Physical Size

Elder

Story

Additional Locations

The Gifted Maze

Touristy Arcade

Reservation Chateau

Random Events

Reindeer Ignites violently

Princess is heard screaming

Crying Child Is throwing a protest

Crow Pulls on the coat tails of one of the adventurers

World

Stores

Alan's Hanging Birdcage Market

Morrison's crutch Group

Campos's Sofa Collective

Clarke's Tea Pot Consulting

Traps

Ice lock

Incendiary Cloud of Demise

Objects

Hanging Birdcage made of heavy metal

Sofa children's replica

Secret crutch

Hidden Axe

Greaves of Demise

Wand of Wonder

If target is beheaded, his head explodes as a 10HD fireball

People

Name Codename Career Likes Dislikes
Sarah Morrison "Meaty Boy" Merchant Technology Tea
Ximena Campos "Obese Hands" Mole Cartography Singing
Callie Valdez Dead Tired Deodorant Chili
Alan Jennings Elder Drinking Doors
Asher Clarke Dentist Soda Football

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).