The Director Welcomes You

The Trick Mania Incident

#d028fd

Location

Rainy, Stormy Israel

Time of Day

12:42

Extraction Point

110 Miles NWW

Time to Complete

43 Hours

Shadows,
As you can see you are trapped inside the inside of a Underground Isle . We almost couldn't find you — Please explain when you get back. All we know is "Quiet Roc" is responsible and they sent us this message - "Tracks of wolves can be seen at the Ivory Gate". Your mission was counterintelligence, achieve what you can.

Hopefully you still have that Heavy Toothbrush hidden on you.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Charles Kennedy

Alias

"Quiet Roc"

Features

4' 8"

Red eyes

Stretch Marks / Left foot

Organization

The Guild of Deafening Force

Emotions

Irritated

Personality

Usefully Salmon

Motive

Take over a government to control the Children

Bodyguard

Juan the "Dangerous Sprite"

Physical Size

Mini

Story

Additional Locations

The Revolting Carnival

Overpopulated Maze

Weakness Shelter

Random Events

Bank Integrates silently into the group

Chanting Cult Is being tortured

Diary Is throwing a BBQ

Chanting Cult strikes the ground

World

Stores

Addison's Music Box Discount

Hawkins's Sculpture Specialities

Keller's Figurine Convenience store

Baldwin's Mantle Arcade

Traps

Lightning Bolt

Box of Brown Mold of Mania

Objects

Music Box made of heavy metal

Figurine made of heavy metal

Secret Sculpture

Hidden Pants

Button of Mania

Wand of Wonder

All gold within 50 yards induces extreme covetousness

People

Name Codename Career Likes Dislikes
Emma Hawkins "King Boy" Merchant Sticky Notes Oranges
Savannah Keller "Heavy Fingers" Mole Hamsters Coffee
Isabel Shelton Funeral Director Paperclips Soup
Addison Edwards Dietitian Baseball Television
Delilah Baldwin Sad Cellphones Chickens

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).