The Director Welcomes You

The Cheese Excitement Protocol

#060002

Location

Icy, Icy India

Time of Day

4:55

Extraction Point

49 Miles NEE

Time to Complete

4 Hours

Meddlers,
We need your help. Agent Adaline Holmes has gone missing and we believe "Slow Yeti" is responsible. They were last seen in India at 18:14. The agent sent one final message – "The group finds a dollar on the ground at the Where grass will not grow". Take this Robotic Quilt - it was their favorite tool and might help you.

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Elliot Reese

Alias

"Slow Yeti"

Features

7' 10"

Red eyes

Large moles / Right hand

Organization

The Sorority of Sparkling Bong

Emotions

Disgusted

Personality

Kiddingly Whining

Motive

Make a lot of money to cause catastrophe

Bodyguard

Nancy the "Mossy Basilisk"

Physical Size

Short

Story

Additional Locations

The Scaley Arcade

Underwater Port

Annihilation Manor

Random Events

Sewer Spontaneously disintegrates

Vagabond gathers near a point of interest

Feminist arrives in the mail

Hound Is under a curse

World

Stores

Margaret's Plaster Bust Labs

Harris's Lipstick Brothers

Conner's Vase International

Holmes's Trinket Solutions

Traps

Fireball

Chain Lightning of Excitement

Objects

Plaster Bust made of heavy metal

Vase children's replica

Secret Lipstick

Hidden Falchion

Sabre of Excitement

Wand of Wonder

Next magic item handled by target works at 2X normal power

People

Name Codename Career Likes Dislikes
Rowan Harris "Three Lox" Merchant Soda Glass
Paige Conner "Italian Brains" Mole Trees Books
Cameron Hines Consultant Hammers Lamps
Margaret McDaniel Professional Bridesmaid Books Gym Memberships
Adaline Holmes The Body Rabbits Flowers

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).