The Director Welcomes You

Operation — Cocky Organization

#2c2f8e

Location

Gorgeous, Stormy Spain

Time of Day

15:28

Extraction Point

22 Miles S

Time to Complete

42 Hours

Examiners,
As you can see you are trapped inside the top of a Expensive Maze . We almost couldn't find you — Please explain when you get back. All we know is "Four The Grim Reaper" is responsible and they sent us this message - "The group finds a sword in a stone at the Ancient Fountain". Your mission was anti-surveillance, achieve what you can.

Hopefully you still have that Clean Bottle hidden on you.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Layla Perkins

Alias

"Four The Grim Reaper"

Features

5' 5"

Hazel eyes

Large deep scar / Right leg

Organization

The Firm of Full Park

Emotions

Sad

Personality

Adventurously Mecha

Motive

Take over a government for a love interest

Bodyguard

Billy the "Clever Sphinx"

Physical Size

Cramped

Story

Additional Locations

The Cocky Maze

Deserted Maze

Cheer Suburbs

Random Events

Alligator Ignites violently

Bank Is under a curse

Storm Integrates silently into the group

Dozen Eggs Is throwing a BBQ

World

Stores

Grant's Spare brick Bazaar

Wise's crutch Solutions

Lambert's Mirror Convenience store

White's Pipe Outlet

Traps

Insanity Mist Vapor

Ice lock of Bravery

Objects

Spare brick that has been hollowed out

Mirror that is glowing

Secret crutch

Hidden Falchion

Shield of Bravery

Wand of Wonder

Target looks as though half of his body has been severely burned

People

Name Codename Career Likes Dislikes
Cecilia Wise "Cheap Boy" Merchant Comic Books Slippers
Carter Lambert "Tough Hearts" Mole Lamps Video Games
Andrea Reyes Railroad Conductor Harmonica Television
Grant Bryant Elder Cousins Flashlights
Ethan White Dog surfing instructor Jazz Cousins

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).