The Director Welcomes You

The Faithfully Brief Agent

#89dd8b

Location

Sunny, Gloomy Tanzania

Time of Day

0:30

Extraction Point

95 Miles N

Time to Complete

42 Hours

Detectives,
I have sent you to fly above a Touristy Jungle to look for a suspect by the name "Heavy Minotaur". This mission is clandestine. Their recent activity is concerning and we need you to stop the outbreak. We don't know much about their goals but we've intercepted this cryptic message – "A white horse dashes past at the Music Store".

We're low budget this mission – I've packed a Slippery Ashtray in your kit to help.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Christian Cummings

Alias

"Heavy Minotaur"

Features

4' 6"

Blue eyes

Stretch Marks / Right thumb

Organization

The Order of Full Van

Emotions

Insulted

Personality

Faithfully Little

Motive

Take over a country for pure destruction

Bodyguard

Alex the "Prehensile Abominable Snowman"

Physical Size

Mini

Story

Additional Locations

The Brief Shelter

Bustling Creek

Fire Carnival

Random Events

Transport approaches

Dozen Eggs drops from the sky

Hound Gets their hand chopped off

Horse Carriage is heard screaming

World

Stores

Parker's Bicycle Bazaar

Griffin's File Ventures

Mclaughlin's Bench Ventures

Luna's Crock Du jour

Traps

Beehive

Lightning Bolt of Casualties

Objects

Bicycle that has been hollowed out

Bench made of heavy metal

Secret File

Hidden Club

Javelins of Casualties

Wand of Wonder

Time no longer passes within 1d4 yards of the target point

People

Name Codename Career Likes Dislikes
Lyla Griffin "Silver Toes" Merchant Trucks Rubber Bands
Sara Mclaughlin "Small Fingers" Mole Football Toilets
Kaleb Martin Dead Tired Oranges Potatoes
Parker Ferguson Scientist Paperclips Water
Andrea Luna Geologist Soap Balloons

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).