The Director Welcomes You

Group Royale

#3ad41e

Location

Foggy, Stormy Australia

Time of Day

0:7

Extraction Point

26 Miles SSW

Time to Complete

9 Hours

Spy Deputies,
This week should be easy. You are delivering a Iron stove children's replica. Get to Australia at 22:07

Good Luck.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Lucas Robertson

Alias

"Slow Cyclops"

Features

4' 6"

Hazel eyes

Faint curved scar / Left arm

Organization

The League of Ugliest Floor

Emotions

Tender

Personality

Really Eager

Motive

Take over a government to escape their destiny

Bodyguard

Mitch the "Childish Gargoyle"

Physical Size

Microscopic

Story

Additional Locations

The Good Business

Rundown Sanctuary

Indecision Park

Random Events

VAT of Broth is robbed

Squirrel Attempts to rob a bank

Bard Integrates silently into the group

Bard Is hurled at the adventurers

World

Stores

Adalynn's Iron stove Group

Ryan's Music Box Supermarket

Wagner's Platter Properties

Kennedy's Clamp Emporium

Traps

Lightning Bolt

Rune of Paralyzation of Dark

Objects

Iron stove children's replica

Platter that is glowing

Secret Music Box

Hidden Notebook

Soy Sauce Packet of Dark

Wand of Wonder

If caster is now bleeding, he gains 10,000 Experience Points

People

Name Codename Career Likes Dislikes
Kayden Ryan "All Legs" Merchant Butterflies Flashlights
Asher Wagner "Golden Churros" Mole Rock n' Roll Comic Books
Judy Lang Bounty hunter Toilets Lipstick
Adalynn Fischer Paramedic Paper Glass
Daisy Kennedy Graphic Designer Death Attention

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).