The Director Welcomes You

The Government Exuberance Protocol

#8ae118

Location

Warm, Icy Cyprus

Time of Day

15:45

Extraction Point

44 Miles S

Time to Complete

2 Hours

Shadows,
This week should be easy. You are delivering a Coat of Arms that is glowing. Get to Cyprus at 20:10

Good Luck.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Ryder Shelton

Alias

"Fast Ogre"

Features

6' 11"

Brown eyes

Large moles / Left foot

Organization

The Crew of Shitty Subway

Emotions

Disturbed

Personality

Offensively Bruised

Motive

Disrupt the military for honor

Bodyguard

James the "Shrill Beholder"

Physical Size

Minute

Story

Additional Locations

The Victorious Pond

Overpopulated Maze

Fragility Fortress

Random Events

Gypsy grabs a lady's purse

Fairy is heard screaming

Spectator Finds gold in the water

Bag of Lemons drops from the sky

World

Stores

Greyson's Coat of Arms Industries

Wise's Easel Properties

Osborne's Shirt Hole

Payne's Sink Specialities

Traps

Lightning Bolt

Extended Bane of Exuberance

Objects

Coat of Arms that is glowing

Shirt children's replica

Secret Easel

Hidden Sickle

Trident of Exuberance

Wand of Wonder

If caster is now bleeding, his blood glows in the dark

People

Name Codename Career Likes Dislikes
Alexander Wise "Mad Cappuccinos" Merchant Whipped Cream Scarves
Camila Osborne "Bullet Kidneys" Mole Soccer Snowglobes
Mariah Young Soul Bracelets Sticks
Greyson Schroeder Funeral Director Notes Photography
Dylan Payne Frazzled Rock n' Roll Coffee

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).