The Director Welcomes You

The Clamp Competency Protocol

#27ac25

Location

Humid, Windless Cambodia

Time of Day

16:55

Extraction Point

191 Miles SE

Time to Complete

41 Hours

Snoopers,
As you can see you are trapped inside underneathe a Underwater Island . We almost couldn't find you — Please explain when you get back. All we know is "Junior child" is responsible and they sent us this message - "The group finds a dollar on the ground at the Garden of Bears". Your mission was black bag, achieve what you can.

Hopefully you still have that Feminine Newspaper hidden on you.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

David Curry

Alias

"Junior child"

Features

7' 4"

Blue eyes

Small mole / Left arm

Organization

The Agency of Most Development

Emotions

Disoriented

Personality

Sheepishly Embarrassed

Motive

Take over a government for pure destruction

Bodyguard

Jackie the "White kobold"

Physical Size

Cramped

Story

Additional Locations

The Drab Forge

Desolate Lagoon

Optimism Mansion

Random Events

Alligator Bounces oddly

Thief Is being detained

Chauvinist stop the party and asks questions

Bunny gathers near a point of interest

World

Stores

Jaxon's Plaster Bust Mall

Avila's Lamp Specialities

Solis's Brass Replica Bazaar

Cohen's Trinket Chic Chåteau

Traps

Earthquake

Burning Hands of Competency

Objects

Plaster Bust children's replica

Brass Replica children's replica

Secret Lamp

Hidden Lipstick

Club of Competency

Wand of Wonder

All within 50 yards are 5% likely to suffer total amnesia

People

Name Codename Career Likes Dislikes
Eli Avila "Drowsy Lungs" Merchant Toilets Ice Cubes
Emerson Solis "Cramped Hearts" Mole Eggs Sponges
Cole Strickland Blacksmith Trucks Soccer
Jaxon Contreras Midwife Cellphones Sticks
Mila Cohen Consultant Horses Gym Memberships

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).