The Director Welcomes You

The Deafening Change Chase

#caa424

Location

Dull, Chilly Suriname

Time of Day

0:53

Extraction Point

24 Miles NEE

Time to Complete

42 Hours

Agents,
I have sent you to the inside of a Bustling Arcade to look for a suspect by the name "Cramped Cat". This mission is counterintelligence. Their recent activity is concerning and we need you to assassinate the target. We don't know much about their goals but we've intercepted this cryptic message – "An object nearby starts bleeding at the Underwater cave".

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

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Jesus Rogers

Alias

"Cramped Cat"

Features

6' 4"

Heterochromia eyes

Faint curved scar / Left hand

Organization

The Firm of Fierce Beard

Emotions

Uncomfortable

Personality

Helpfully Mushy

Motive

Take over a country for a love interest

Bodyguard

Emily the "Empty Wraith"

Physical Size

Elder

Story

Additional Locations

The Deafening Mansion

Underwater Peninsula

Animosity Chateau

Random Events

Pickpocket Calls menacingly

Vagabond screams at the top of their lungs

Delivery Guy Calls menacingly

Buccaneer Skips merrily

World

Stores

Peyton's Quill and Ink Arcade

Wade's Watch Department store

Spencer's File Specialities

Walters's Hose Bureau

Traps

Scything Blade

Built-to-Collapse Wall of Ruin

Objects

Quill and Ink children's replica

File with a False bottom

Secret Watch

Hidden Helmet

Sabre of Ruin

Wand of Wonder

Next weapon nearby to draw blood is 10% likely to disintegrate

People

Name Codename Career Likes Dislikes
Clara Wade "Meaty Elbows" Merchant Basketball Painting
Juan Spencer "Golden Knuckles" Mole Soda Potatoes
Jesus Hopkins Drummer Paperclips Washing Machines
Peyton Castillo Townsfolk Mirrors Soccer
Benjamin Walters Human Statue Snowglobes Chalk

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).