The Director Welcomes You

The Corn Bitterness Protocol

#6788fd

Location

Mild, Dull Afghanistan

Time of Day

0:22

Extraction Point

37 Miles NWW

Time to Complete

24 Hours

Detectives,
It seems "Quiet Elves" has gone level 9. They have been broadcasting this message "Tracks of wolves can be seen at the Hollow oak tree". We need you to eliminate them, Uselessly. Their last known location was recorded at 13:14. You have a Invisible Hammer as a last resort. Use carefully.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Anthony Simmons

Alias

"Quiet Elves"

Features

4' 7"

Brown eyes

Small mole / Right middle finger

Organization

The Authority of Incendiary Veil

Emotions

Afraid

Personality

Uselessly Sticky

Motive

Make a lot of money out of desperation

Bodyguard

Johnny the "Unsightly Golem"

Physical Size

Microscopic

Story

Additional Locations

The Chilly Reef

Deserted Lake

Fire Tower

Random Events

Cookie Is being tortured

Cauldron Bounces oddly

Jug of Peanut Butter Becomes wounded

Deadbeat Is under a curse

World

Stores

Alina's Quill and Ink Worldwide

Henderson's Musical instrument Group

Chen's Basket Consulting

Henry's Doorway Beauty Stop

Traps

Bear Trap

Symbol of Hypnosis of Bitterness

Objects

Quill and Ink children's replica

Basket that has been hollowed out

Secret Musical instrument

Hidden Sling

Javelins of Bitterness

Wand of Wonder

The planet’s orbital radius shrinks by 1d8 x 10,000 miles

People

Name Codename Career Likes Dislikes
Bennett Henderson "Small Dumplings" Merchant Easter Washing Machines
Esther Chen "King Legs" Mole Chickens Octopus
Kinsley Santos Vision Death Rabbits
Alina Farmer Mechanic Doors Stickers
Emma Henry Operator Sticks Chocolate

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).