The Director Welcomes You

The Jovially Cocky Agent

#71dfdb

Location

Gloomy, Dark Tuvalu

Time of Day

13:59

Extraction Point

111 Miles SEE

Time to Complete

23 Hours

Ambassadors,
We need your help. Agent Micah Reyes has gone missing and we believe "Violet Bat" is responsible. They were last seen in Tuvalu at 04:17. The agent sent one final message – "A shrine is nearby at the Big Momma". Take this Sharp Can Opener - it was their favorite tool and might help you.

— The Vinyl record player you were holding self destructs.

The Villain Dossier

Name

Cecilia Lynch

Alias

"Violet Bat"

Features

5' 9"

Red eyes

Large deep scar / Right arm

Organization

The company of Vast Paste

Emotions

Proud

Personality

Jovially Fried

Motive

Disrupt the military to please their master

Bodyguard

Charles the "Sensual Anteaters"

Physical Size

Scanty

Story

Additional Locations

The Cocky Business

Hidden Barn Dance

Obliteration Forge

Random Events

Vagabond Skips merrily

Squirrel is loose

Renaissance Faire Bounces oddly

Storm Glistens gently

World

Stores

Preston's Diary Ventures

Moran's Counter Market

Deleon's Bible Beauty Stop

Reyes's Mirror Wardrobe

Traps

Rolling Rock

Reverse Gravity of Good Spirits

Objects

Diary made of heavy metal

Bible that is glowing

Secret Counter

Hidden Diary

Dagger of Good Spirits

Wand of Wonder

Target disappears and is completely forgotten for 2d4-1 days

People

Name Codename Career Likes Dislikes
Iris Moran "Silver Cappuccinos" Merchant Dinosaurs Video Games
Sydney Deleon "Wild Dumplings" Mole Chocolate Mirrors
Paisley Hanson Pharmacist Jigsaw Puzzles Drinking
Preston Molina Indifferent Toilets Peanut Butter
Micah Reyes Frazzled Books Singing

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).