The Director Welcomes You

Operation — Wrong Brunch

#df8330

Location

Cool, Humid Netherlands

Time of Day

10:12

Extraction Point

147 Miles SE

Time to Complete

43 Hours

Investigators,
This week should be easy. You are delivering a Hat children's replica. Get to Netherlands at 04:21

Good Luck.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Hadley Miller

Alias

"Four Bull"

Features

6' 8"

Amber eyes

Large deep scar / Left thumb

Organization

The Bunch of Rhythmic Cheese

Emotions

Cautious

Personality

Tenderly Tenacious

Motive

Take over a country to lust for power

Bodyguard

Frankie the "Fat kobold"

Physical Size

Meager

Story

Additional Locations

The Wrong Carnival

Archaic Forest

Endownment Masquerade

Random Events

Mutant arrives in the mail

Gunshot Evades the law

Crow Gets their hand chopped off

Gang Is throwing a protest

World

Stores

August's Hat Bureau

Singh's Toolbox Specialities

Peters's Suit of armor Labs

Fuller's File Outlet

Traps

Crushing Room

Hail of Needles of Calming

Objects

Hat children's replica

Suit of armor made of heavy metal

Secret Toolbox

Hidden Banana

Key of Calming

Wand of Wonder

Before each spell, caster must promise to change his name

People

Name Codename Career Likes Dislikes
Everett Singh "The Pastrami's" Merchant Ice Cubes Water
Liliana Peters "Slow Lungs" Mole Drinking Football
Sydney Weber Scientist Soup Eggs
August McDaniel Railroad Conductor Chickens Lions
Robert Fuller Journalist Scarves Hamsters

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).