The Director Welcomes You

The Increase Laughter Incident

#9d55fb

Location

Warm, Wet Sudan, South

Time of Day

24:28

Extraction Point

136 Miles NWW

Time to Complete

39 Hours

Agents,
We need your help. Agent Alejandro Le has gone missing and we believe "Gross Lion" is responsible. They were last seen in Sudan, South at 21:08. The agent sent one final message – "An out of place door appears at the dry riverbed". Take this Fluffy Socks - it was their favorite tool and might help you.

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Oliver Murray

Alias

"Gross Lion"

Features

7' 2"

Heterochromia eyes

A second belly button / Right foot

Organization

The Incorporated of Hungry Fried Chicken

Emotions

Interested

Personality

Really Squeaking

Motive

Take over a country to lust for power

Bodyguard

Hal the "Lively Griffin"

Physical Size

Tremendous

Story

Additional Locations

The Jocular Pond

Deserted Maze

Rage Villa

Random Events

Rustler Pulls on the coat tails of one of the adventurers

Bard Pulls on the coat tails of one of the adventurers

Beggar Is accused by the law

Panhandler runs over an infant

World

Stores

Everett's Hanging Birdcage Unlimited

Allen's Doorway Bureau

Knight's Shoe Horn Threads

Le's Iron stove Convenience store

Traps

Bestow Curse

Poison Wall Spikes of Laughter

Objects

Hanging Birdcage made of heavy metal

Shoe Horn that is glowing

Secret Doorway

Hidden Hatchet

Trident of Laughter

Wand of Wonder

When caster next enters his home, he finds his clone in residence

People

Name Codename Career Likes Dislikes
Ruby Allen "Short Matzo Balls" Merchant Hammers Oranges
Sophia Knight "Dull Matzo Balls" Mole Soup Attention
Adeline Shaw Optimistic Ice Cubes Comic Books
Everett Daniel Meteorologist Water Sailboats
Alejandro Le Ghost Contracts Toilets

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).