The Director Welcomes You

The Quilt Optimism Incident

#c17ad2

Location

Foggy, Dark Guinea-Bissau

Time of Day

23:14

Extraction Point

95 Miles NE

Time to Complete

17 Hours

Silent Negotiators,
This week should be easy. You are delivering a Telescope that has been hollowed out. Get to Guinea-Bissau at 09:19

Good Luck.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Owen Waters

Alias

"Casual Armadillo"

Features

4' 9"

Hazel eyes

Small mole / Right foot

Organization

The Commission of Progressive Lace

Emotions

Distrusting

Personality

Sharply Massive

Motive

Disrupt the military because of grief and loss

Bodyguard

Peter the "Strong Demon"

Physical Size

Trifling

Story

Additional Locations

The Loose Spring

Touristy Grove

Calamity Lagoon

Random Events

Vagrant explodes

Bard Attempts to rob a bank

Toilet Adopts a nearby child

Amulet Integrates silently into the group

World

Stores

Isaiah's Telescope Mall

Hunt's Tea Pot Wardrobe

Price's Sink International

Newman's Satchel Ventures

Traps

Ray of Sickness

Rolling Rock of Optimism

Objects

Telescope that has been hollowed out

Sink with a False bottom

Secret Tea Pot

Hidden Gauntlet

Mace of Optimism

Wand of Wonder

Next door opened by caster reveals an unutterably foul monster

People

Name Codename Career Likes Dislikes
Brantley Hunt "Heavy Heels" Merchant Peanut Butter Scarves
Zion Price "Five Matzo Balls" Mole Physics Trucks
Thomas Walsh Dietitian Dice Mirrors
Isaiah Hines Human Statue Soup Cousins
Aurora Newman Phantom Lipstick Television

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).