The Director Welcomes You

The Problem Redemption Protocol

#07399e

Location

Cool, Rainy Congo, Republic of the

Time of Day

14:57

Extraction Point

128 Miles NNE

Time to Complete

19 Hours

Silent Negotiators,
We need your help. Agent Asher Doyle has gone missing and we believe "All Bear" is responsible. They were last seen in Congo, Republic of the at 21:20. The agent sent one final message – "A pool of blood at the Where grass will not grow". Take this Polished Bottle - it was their favorite tool and might help you.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Natalie Schultz

Alias

"All Bear"

Features

7' 4"

Brown eyes

A second belly button / Right middle finger

Organization

The company of Handsome Nerve

Emotions

Interested

Personality

Finally Irrelevant

Motive

Disrupt the military to inspire a rebellion

Bodyguard

Anthony the "Empty Cockatrice"

Physical Size

Petty

Story

Additional Locations

The Thousands Fortress

Pitch Black Park

Well-being Fortress

Random Events

Tramp Evades the law

Fairy Attempts to rob a bank

Ninja Becomes wounded

Panhandler Catches leprosy

World

Stores

Callie's Tapestry Collective

Vaughn's Ceramic Crock Creative

Francis's Basket Hole

Doyle's Music Box Consulting

Traps

Tripping Chain

Bear Trap of Redemption

Objects

Tapestry that is glowing

Basket that has been hollowed out

Secret Ceramic Crock

Hidden Camera

Credit Card of Redemption

Wand of Wonder

Target realizes that he’s a mechanical simulacrum

People

Name Codename Career Likes Dislikes
Everett Vaughn "Five Stomachs" Merchant Physics Peanut Butter
Natalie Francis "Green Legs" Mole Washing Machines Children's Stories
Charles Townsend Drummer Shirts Rocks
Callie Patton Teacher Washing Machines Water
Asher Doyle Banker Children's Stories Horses

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).