The Director Welcomes You

The Society Destiny Protocol

#b91824

Location

Stormy, Balmy Bangladesh

Time of Day

19:15

Extraction Point

195 Miles S

Time to Complete

26 Hours

Scrutinizers,
It seems "Right Pegasus" has gone level 2. They have been broadcasting this message "The group finds a sword in a stone at the Where grass will not grow". We need you to eliminate them, Noisily. Their last known location was recorded at 04:17. You have a Angry Bread as a last resort. Use carefully.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Grace Ramos

Alias

"Right Pegasus"

Features

5' 8"

Hazel eyes

Large deep scar / Right arm

Organization

The Association of Greasy Belief

Emotions

Caring

Personality

Noisily Common

Motive

Disrupt the military because of grief and loss

Bodyguard

Jose the "Wrapped all-seeing eye"

Physical Size

Hefty

Story

Additional Locations

The Orange Forest

Expensive Suburbs

Disaster Carnival

Random Events

Lactose Intolerance emerges

Soup overflows

Building explodes

Princess is heard screaming

World

Stores

Grant's Stairwell Worldwide

Schroeder's Trinket Little shop

Gregory's Desk Unlimited

Hall's Taxidermy animal Chic Chåteau

Traps

Ray of Sickness

Floor Net of Destiny

Objects

Stairwell with a False bottom

Desk that has been hollowed out

Secret Trinket

Hidden Hammers

Club of Destiny

Wand of Wonder

Next person nearby to use profanity is fined 500,000 gold pieces

People

Name Codename Career Likes Dislikes
Robin Schroeder "King Lemons" Merchant Whipped Cream Honey
Adalynn Gregory "Fat Churros" Mole Attention Pillows
Juan Jenkins Cosmetologist Flowers Fire
Grant Bell Waiter Whipped Cream Butterflies
Aaron Hall Railroad Conductor Cats Bears

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).