The Director Welcomes You

Operation — Loud Shiv

#72ca71

Location

Rainy, Arid Liechtenstein

Time of Day

16:12

Extraction Point

30 Miles S

Time to Complete

35 Hours

Shadows,
This week should be easy. You are delivering a Trinket with a False bottom. Get to Liechtenstein at 14:12

Good Luck.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Lily Cobb

Alias

"One Zombie"

Features

6' 1"

Blue eyes

Faint curved scar / Left thumb

Organization

The Alliance of Late Cleaver

Emotions

Guilty

Personality

Colorfully Hyper

Motive

Make a lot of money out of desperation

Bodyguard

Roberto the "Damp Unicorn"

Physical Size

Hefty

Story

Additional Locations

The Loud Suburbs

Deserted Mansion

Instability Castle

Random Events

Hoard gathers near a point of interest

Jug of Peanut Butter approaches

Crying Child Adopts a nearby child

Rhapsody meets disaster

World

Stores

Raelynn's Trinket Consulting

Hogan's Trinket Boutique

Saunders's Bell Bazaar

Scott's Vanity Closet

Traps

Rolling Rock

Crushing Room of Mania

Objects

Trinket with a False bottom

Bell that has been hollowed out

Secret Trinket

Hidden Fork

Fork of Mania

Wand of Wonder

Caster vows to commit deicide before the end of the year

People

Name Codename Career Likes Dislikes
James Hogan "All Fingers" Merchant Comic Books Money
Chase Saunders "Two Ribs" Mole Teeth Chalk
Emmanuel Turner Frazzled Ice Cubes Writers
Raelynn Logan Old Man Rabbits Candles
Alejandro Scott Statistician Teeth Peanut Butter

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).