The Director Welcomes You

The Advice Excitement Protocol

#5a7241

Location

Wet, Gorgeous Uzbekistan

Time of Day

0:57

Extraction Point

44 Miles SE

Time to Complete

20 Hours

Spy Deputies,
This week should be easy. You are delivering a Toolbox children's replica. Get to Uzbekistan at 06:07

Good Luck.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Samantha Wood

Alias

"Indigo Horse"

Features

4' 6"

Heterochromia eyes

Stretch Marks / Neck

Organization

The Unit of Strungout Nail

Emotions

Self-conscious

Personality

Stealthily Whining

Motive

Take over a government to inspire a rebellion

Bodyguard

Charles the "Jealous Gargoyle"

Physical Size

Bantam

Story

Additional Locations

The Green Sanctuary

Underground Maze

Secrecy Forest

Random Events

Lactose Intolerance is heard screaming

Panhandler Glistens gently

Pack of Wild Dogs is robbed

Nomad Strikes the church bell

World

Stores

Adaline's Toolbox Chic Chåteau

Beck's Ceramic Crock Wardrobe

Collins's Wingback chair International

Murphy's Hat Collective

Traps

Object Smeared with Poison

Beehive of Excitement

Objects

Toolbox children's replica

Wingback chair that is glowing

Secret Ceramic Crock

Hidden Credit Card

Stave of Excitement

Wand of Wonder

Everyone within 50 yards is suddenly indoors (or outdoors)

People

Name Codename Career Likes Dislikes
Ryleigh Beck "Mad Thumbs" Merchant Money Bread
Richard Collins "Mad Hands" Mole Coffee Soda
Jade Morrison Exhilarated Money Notes
Adaline Molina Graphic Designer Sun Glasses Gym Memberships
Charlie Murphy Old Timer Hammers Stickers

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).