The Director Welcomes You

Religion, Tank, Glasses, Spy.

#c18d2e

Location

Frigid, Gloomy Mexico

Time of Day

11:32

Extraction Point

12 Miles SW

Time to Complete

31 Hours

Ambassadors,
It seems "One Abominable Snowman" has gone level 3. They have been broadcasting this message "A shadow passes at the old bridge". We need you to eliminate them, Repeatedly. Their last known location was recorded at 17:24. You have a Soft Ashtray as a last resort. Use carefully.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

George Todd

Alias

"One Abominable Snowman"

Features

6' 10"

Heterochromia eyes

Small mole / Left hand

Organization

The Council of Victorious Glasses

Emotions

Jealous

Personality

Repeatedly Mecha

Motive

Take over a country to escape their destiny

Bodyguard

Tony the "Obedient Opossums"

Physical Size

Substantial

Story

Additional Locations

The Tragic Isle

Deserted Shelter

Competency Jungle

Random Events

Thief screams at the top of their lungs

Odor is robbed

Pine Branch Is being detained

Toilet Finds gold in the water

World

Stores

Julianna's Pair of Statues Cosmetics

Riley's Pocket watch Beauty Stop

Daniel's Barrel Outlet

Morgan's Paperweight Productions

Traps

Ghoul Touch

Bricks from Ceiling of Well-being

Objects

Pair of Statues that has been hollowed out

Barrel children's replica

Secret Pocket watch

Hidden Boomerang

Newspaper of Well-being

Wand of Wonder

At any crossroads, target is inclined to turn back

People

Name Codename Career Likes Dislikes
Luke Riley "Blue Bones" Merchant Doors Rabbits
Alejandro Daniel "Four Tongues" Mole Soup Tigers
Gianna Brewer Master Distiller Horses Houses
Julianna Gill Dog surfing instructor Eggs Football
Cooper Morgan Secretary Fire 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).