The Director Welcomes You

The Playfully Rotten Agent

#128118

Location

Dry, Windy Turkey

Time of Day

17:45

Extraction Point

94 Miles NEE

Time to Complete

15 Hours

Spy Deputies,
It seems "Big Nymph" has gone level 2. They have been broadcasting this message "A mysterious key is found on the ground at the Ghost Town". We need you to eliminate them, Playfully. Their last known location was recorded at 14:04. You have a Clandestine Banana as a last resort. Use carefully.

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Alan Morgan

Alias

"Big Nymph"

Features

7' 7"

Red eyes

Large moles / Right leg

Organization

The Sisterhood of Kind Organization

Emotions

Disturbed

Personality

Playfully Caustic

Motive

Make a lot of money for honor

Bodyguard

Jessica the "Comical Cockatrice"

Physical Size

Teeny

Story

Additional Locations

The Rotten Arcade

Crowded City

Prosperity Lodge

Random Events

Beggar is robbed

Beggar Crashes slowly

Reindeer Balances on a ledge

Princess Strikes the church bell

World

Stores

Sadie's Glass Jars Little shop

Rios's Candelabra Labs

Curtis's End Table Collective

Buchanan's Lamp Little shop

Traps

Flooding Room

Phantasmal Killer of Skill

Objects

Glass Jars that is glowing

End Table made of heavy metal

Secret Candelabra

Hidden Boomerang

Bangle of Skill

Wand of Wonder

Once per week, caster can untie one knot without touching it

People

Name Codename Career Likes Dislikes
Jonathan Rios "Dull Forearms" Merchant Glass Rocks
Grace Curtis "King Waffles" Mole Clocks Octopus
Roman Rodriguez Accountant Chalk Painting
Sadie Sutton Shadow Cats Trucks
Hayden Buchanan Judge Stickers Gym Memberships

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).