Undercover Emissaries, I have sent you to underneathe a Touristy Port to look for a suspect by the name "Slow Platypuses". This mission is intelligence. Their recent activity is concerning and we need you to deactivate their resources. We don't know much about their goals but we've intercepted this cryptic message – "A black cat runs past at the Dead Forest".
We're low budget this mission – I've packed a Heavy Hot Glue Gun in your kit to help.
— The Tablet of Stone you were holding self destructs.
Callie Sims
"Slow Platypuses"
6' 5"
Blue eyes
Small mole / Neck
The Crew of Insidious Tax
Ambivalent
Properly Shrill
Disrupt the military justice for a wrong-doing
Frankie the "Victorious Manticore"
Miniature
The Careful Creek
Expensive City
Weakness City
Bag of Flour Integrates silently into the group
Crying Child Is under a curse
Squirrel Strikes the church bell
Bard Is being kidnapped
Diego's Suit of armor Consulting
Burns's Shirt Supermarket
Wang's Oil Lamp Little shop
Wells's Quill and Ink Creative
Moving Executioner Statue
Flooded Corridor of Disaster
Suit of armor that is glowing
Oil Lamp that has been hollowed out
Secret Shirt
Hidden Watch
Credit Card of Disaster
Target can erect a four foot high wall of snow once per week
Name | Codename | Career | Likes | Dislikes |
---|---|---|---|---|
Diego Burns | "King Pastrami's" | Merchant | Flashlights | Gym Memberships |
Daniel Wang | "Chunky Muscles" | Mole | Cats | Water |
Greyson Rice | Technician | Octopus | Cookies | |
Diego Steele | Teacher | Mirrors | Potatoes | |
Jace Wells | Pharmacist | Television | Harmonica |
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).