The Director Welcomes You

The Intensely Miniature Agent

#47b057

Location

Bright, Foul Mozambique

Time of Day

6:21

Extraction Point

73 Miles N

Time to Complete

29 Hours

Agents,
It seems "Five Rhinoceroses" has gone level 1. They have been broadcasting this message "A white horse dashes past at the Tempest". We need you to eliminate them, Intensely. Their last known location was recorded at 24:11. You have a Explosive Boot as a last resort. Use carefully.

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Autumn Harrington

Alias

"Five Rhinoceroses"

Features

4' 8"

Gray eyes

Stretch Marks / Left eye

Organization

The Board of Oafish Corn

Emotions

Dreading

Personality

Intensely Sclerotic

Motive

Make a lot of money to achieve their destiny

Bodyguard

Daniel the "Ugliest all-seeing eye"

Physical Size

Baby

Story

Additional Locations

The Miniature Port

Touristy Fortress

Contentment Park

Random Events

Milk Shipment Balances on a ledge

Corncob approaches

Bear Becomes wounded

Majestic Painting Spontaneously disintegrates

World

Stores

London's Pipe Brothers

Mann's Coat Mall

Smith's Vase Productions

Flynn's Large book Warehouse

Traps

Poisoned Arrow

Crushing Room of Destiny

Objects

Pipe with a False bottom

Vase with a False bottom

Secret Coat

Hidden Collar

Ring of Destiny

Wand of Wonder

After each spell, caster’s clothes age 1d100 years 0115 After each spell, caster’s clothes billow with green smoke

People

Name Codename Career Likes Dislikes
Christian Mann "Bullet Thumbs" Merchant Potatoes Comic Books
Jayden Smith "Short Fingers" Mole Lions Squirrels
Anthony McKinney Surveyor Lions Photography
London Chan Actor Bears Socks
Paisley Flynn Veteran Cooking Peanut Butter

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).