The Director Welcomes You

The Method Fury Protocol

#9dfc82

Location

Overcast, Bright Algeria

Time of Day

17:17

Extraction Point

169 Miles NEE

Time to Complete

41 Hours

Operatives,
This week should be easy. You are delivering a Sink that is glowing. Get to Algeria at 05:01

Good Luck.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Michael Haynes

Alias

"Big Vampires"

Features

4' 9"

Amber eyes

A second belly button / Right middle finger

Organization

The Fraternity of Squirrelly Party

Emotions

Hurt

Personality

Boastfully Broad

Motive

Disrupt the military for revenge

Bodyguard

Emily the "Obedient Platypuses"

Physical Size

Scanty

Story

Additional Locations

The Incalculable Grove

Rundown Festival

Downfall Island

Random Events

Vegetable Is getting confiscated

Crazy Man stop the party and asks questions

German Trench Club arrives in the mail

Dracula skins a cat with his teeth

World

Stores

Jasmine's Sink Group

Edwards's Stamp Set Department store

Willis's Sink Unlimited

Burton's Rug Du jour

Traps

Poison Needle

Flooded Corridor of Fury

Objects

Sink that is glowing

Sink that is glowing

Secret Stamp Set

Hidden Banana

Guthook of Fury

Wand of Wonder

Caster feels thorny roots growing slowly through his flesh

People

Name Codename Career Likes Dislikes
Emma Edwards "Right Lemons" Merchant Jigsaw Puzzles Candy
Guy Willis "The Hearts" Mole Doors Flashlights
Ariana Barrett Depressed Bears Tigers
Jasmine Bishop Musician Ice Cubes Water
Zachary Burton Hotel Manager Doves Books

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).