The Director Welcomes You

The Freezing Video Expedition

#10bc7b

Location

Dark, Cool Palau

Time of Day

10:19

Extraction Point

105 Miles NW

Time to Complete

25 Hours

Investigators,
It seems "Blue Cyclops" has gone level 2. They have been broadcasting this message "A shadow passes at the Boneyard". We need you to eliminate them, Blissfully. Their last known location was recorded at 24:21. You have a Vicious Banana as a last resort. Use carefully.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Asher Holt

Alias

"Blue Cyclops"

Features

7' 6"

Red eyes

Faint curved scar / Left eye

Organization

The Task Force of Edgy Mother

Emotions

Confused

Personality

Blissfully Late

Motive

Take over a country to cause catastrophe

Bodyguard

Simon the "Dire Anteaters"

Physical Size

Meager

Story

Additional Locations

The Freezing House

Underground Chateau

Well-being Masquerade

Random Events

Wanderer explodes

Chicken emerges

Musical arrives in the mail

Rhapsody Spontaneously disintegrates

World

Stores

Blake's Armoir Supermarket

Chapman's Lounge Chair Market

Fitzgerald's crutch Cosmetics

Chavez's Wingback chair Couture

Traps

Bestow Curse

Acid Arrow of Excitement

Objects

Armoir that has been hollowed out

crutch that is glowing

Secret Lounge Chair

Hidden Blades

Pike of Excitement

Wand of Wonder

Any alcoholic beverages within 50 yards are now 10X as potent

People

Name Codename Career Likes Dislikes
Paige Chapman "Mini Falafels" Merchant Soccer Jazz
Mackenzie Fitzgerald "Chunky Legs" Mole Bracelets Sun Glasses
Carter Brewer Farmer Cartography Shirts
Blake Wagner Headhunter Rabbits Flowers
Dominic Chavez Plumber Soccer Syrup

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).