The Director Welcomes You

The Church Good Spirits Incident

#458f45

Location

Windless, Foul Congo, Republic of the

Time of Day

10:19

Extraction Point

37 Miles SW

Time to Complete

24 Hours

Silent Negotiators,
This week should be easy. You are delivering a Iron stove children's replica. Get to Congo, Republic of the at 02:15

Good Luck.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Miguel Cohen

Alias

"Mini Zombie"

Features

5' 7"

Blue eyes

Small mole / Left middle finger

Organization

The Firm of Refined Chain

Emotions

Aggravated

Personality

Upbeat Hallowed

Motive

Disrupt the military for a love interest

Bodyguard

Sam the "Brave Imp"

Physical Size

Huge

Story

Additional Locations

The Plain Carousal

Rundown Suburbs

Expiration Citadel

Random Events

Druid Adopts a nearby child

Musical strikes the ground

Demon Lunges at the group

Deadbeat emerges

World

Stores

Grant's Iron stove Mall

Murray's Cabinet Warehouse

King's Portrait Solutions

Butler's Taxidermy animal Convenience store

Traps

Blade Barrier

Symbol of Hypnosis of Good Spirits

Objects

Iron stove children's replica

Portrait that has been hollowed out

Secret Cabinet

Hidden Targe

Whip of Good Spirits

Wand of Wonder

Target’s eyes appear to be bundles of writhing worms

People

Name Codename Career Likes Dislikes
Giovanni Murray "Italian Legs" Merchant Socks Christmas
Jayce King "Wild Thumbs" Mole Photography Chalk
Alexander Chan Consultant Dinosaurs Rabbits
Grant Harrison Banker Glitter Fire
Michelle Butler Veterinarian Video Games Octopus

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).