The Director Welcomes You

Industry, Thimble, Princess, Spy.

#81a766

Location

Cloudless, Windy Ireland

Time of Day

0:46

Extraction Point

98 Miles SE

Time to Complete

15 Hours

Spy Deputies,
This week should be easy. You are delivering a Letter Opener made of heavy metal. Get to Ireland at 11:13

Good Luck.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Aurora McDonald

Alias

"Obese Hedgehogs"

Features

7' 6"

Amber eyes

A second belly button / Left eye

Organization

The Agency of Bruised Princess

Emotions

Restless

Personality

Partially Girthy

Motive

Disrupt the military to save humanity

Bodyguard

Carl the "Sparkling Sprite"

Physical Size

Minuscule

Story

Additional Locations

The Thorough Grove

Bustling Suburbs

Extinction Circus

Random Events

Chauvinist scurries by

Diary Bounces oddly

German Trench Club Is being detained

Crazy Man skins a cat with his teeth

World

Stores

Trinity's Letter Opener Group

Cole's Diary Emporium

Henry's Toolbox Couture

Brady's Sconce Chic Chåteau

Traps

Swinging Block

Collapsing Column of Redemption

Objects

Letter Opener made of heavy metal

Toolbox that is glowing

Secret Diary

Hidden Frying Pan

Axe of Redemption

Wand of Wonder

If target is wearing animal hide, he thinks that he’s that animal

People

Name Codename Career Likes Dislikes
Andrew Cole "Green Bagels" Merchant Photography Rabbits
Finn Henry "Dull Cappuccinos" Mole Rock n' Roll Cousins
Mason Lucas Townsfolk Plushies Easter
Trinity Bennett Engineer Tigers Snowglobes
Easton Brady Railroad Conductor Boxes Sailboats

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).