The Director Welcomes You

Clamp, Diamond, Touch, Spy.

#b47760

Location

Dark, Foggy Belarus

Time of Day

11:29

Extraction Point

116 Miles NW

Time to Complete

26 Hours

Agents,
It seems "White Mutants" has gone level 10. They have been broadcasting this message "A black cat runs past at the Boneyard". We need you to eliminate them, Physically. Their last known location was recorded at 04:05. You have a Evil Paint as a last resort. Use carefully.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Maximus Clarke

Alias

"White Mutants"

Features

5' 1"

Green eyes

Large deep scar / Crotch

Organization

The Bureau of Tragic Touch

Emotions

Disturbed

Personality

Physically Square

Motive

Take over a country for scientific discovery

Bodyguard

Nancy the "Quick starfish"

Physical Size

Scanty

Story

Additional Locations

The Wooden Forest

Hidden House

Well-being Carousal

Random Events

Biscuit Lunges at the group

Bank Crashes slowly

Druid Is under a curse

Box of Mice meets disaster

World

Stores

Arya's Toolset Department store

Mclaughlin's End Table International

Nunez's Brass Replica Arcade

Murray's Toolbox Threads

Traps

Chain Lightning

Fireball of Peace

Objects

Toolset with a False bottom

Brass Replica made of heavy metal

Secret End Table

Hidden Sling

Lighter of Peace

Wand of Wonder

Target’s weapon will be irretrievably lost by this time tomorrow

People

Name Codename Career Likes Dislikes
Kaylee Mclaughlin "Golden Throats" Merchant Soccer Glass
Antonio Nunez "White Forearms" Mole Mirrors Attention
Kaiden Espinoza Librarian Notes Ice Cubes
Arya Vazquez Technician Peanut Butter Dinosaurs
Patrick Murray Frustrated Eggs Slippers

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).