The Director Welcomes You

Who is Jose Rings?

#fc9d6f

Location

Mild, Overcast Vanuatu

Time of Day

1:5

Extraction Point

175 Miles SW

Time to Complete

23 Hours

Snoopers,
We need your help. Agent Theodore Romero has gone missing and we believe "Violet Sphinx" is responsible. They were last seen in Vanuatu at 12:14. The agent sent one final message – "A lone flower growing at the Three Fingers". Take this Feminine Blanket - it was their favorite tool and might help you.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Addison Long

Alias

"Violet Sphinx"

Features

6' 1"

Blue eyes

A second belly button / Neck

Organization

The Sisterhood of Wrong Week

Emotions

Disappointed

Personality

Lazily Scrawny

Motive

Make a lot of money for fear of the heroes

Bodyguard

Jose the "Squirrelly Imp"

Physical Size

Immense

Story

Additional Locations

The Sweltering Castle

Hidden Jungle

Virtue Villa

Random Events

Wedding Cake Integrates silently into the group

Pack of Wild Dogs runs over an infant

Bum Is being kidnapped

Crying Child Is accused by the law

World

Stores

Jordyn's Bed Wardrobe

Richardson's Kitchen table Outlet

Freeman's Bottle Outlet

Romero's Spare brick Hole

Traps

Moving Executioner Statue

Wall Blade of Demise

Objects

Bed that has been hollowed out

Bottle that has been hollowed out

Secret Kitchen table

Hidden Chewing Gum

Boiled Leather of Demise

Wand of Wonder

All gold within 50 yards begins to rust like damp steel

People

Name Codename Career Likes Dislikes
Ryleigh Richardson "Blue Hot Dogs" Merchant Video Games Chalk
Adam Freeman "Orange Brains" Mole Flashlights Notes
Jose Moody Physician Cartography Cartography
Jordyn Chandler Drunken Soap Paper
Theodore Romero The Body Tigers 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).