Silent Negotiators, It seems "Mini Opossums" has gone level 3. They have been broadcasting this message "A white horse dashes past at the Turtle Rock". We need you to eliminate them, Almost. Their last known location was recorded at 20:07. You have a Explosive Condom as a last resort. Use carefully.
— The iPod you were holding self destructs.
Colton Caldwell
"Mini Opossums"
7' 7"
Blue eyes
Large deep scar / Left thumb
The Union of Smelly Monsoon
Safe
Almost Consensual
Make a lot of money to be left alone
Roberto the "Victorious starfish"
Cramped
The Clumsy Carnival
Deserted Citadel
Death Maze
Pack of Wild Dogs Gets their hand chopped off
Mutant is being loudly arrested
Prostitute Gets their hand chopped off
Spice Box Lunges at the group
Cooper's File Closet
Klein's Clamp Brothers
Carr's Cutting board Threads
Porter's Key International
Ray of Sickness
Blade Barrier of Ice
File that is glowing
Cutting board children's replica
Secret Clamp
Hidden Greaves
Soy Sauce Packet of Ice
Target asserts that he can identify poisons by tasting them
| Name | Codename | Career | Likes | Dislikes |
|---|---|---|---|---|
| Amir Klein | "Small Parmigianas" | Merchant | Technology | Candy |
| Antonio Carr | "Fast Pastrami's" | Mole | Basketball | Cellphones |
| Victor Fox | Athlete | Doves | Pillows | |
| Cooper Graham | Elevator Mechanic | Bears | Bells | |
| Nova Porter | Dead Tired | Bread | Chocolate |
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
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 UpGive 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.
Characters90% 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.
RollingThis 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 MasterYour 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.
EndingNo 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).