The Director Welcomes You

Atelier Royale

#4a8ead

Location

Sunny, Wet Panama

Time of Day

14:2

Extraction Point

141 Miles SSE

Time to Complete

20 Hours

Eyeballs,
We need your help. Agent Eli Russell has gone missing and we believe "Italian Succubus" is responsible. They were last seen in Panama at 01:00. The agent sent one final message – "A shadow passes at the Stone Circle". Take this Vicious Newspaper - it was their favorite tool and might help you.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Jude Leonard

Alias

"Italian Succubus"

Features

7' 2"

Gray eyes

A second belly button / Right leg

Organization

The Guild of Steep Method

Emotions

Interested

Personality

Properly Thousands

Motive

Take over a government because of grief and loss

Bodyguard

James the "Fast ghost"

Physical Size

Adult

Story

Additional Locations

The Sinful House

Deserted Spring

Prosperity Carnival

Random Events

Toilet meets disaster

Pickpocket overflows

Dancer approaches

Jug of Peanut Butter runs over an infant

World

Stores

Piper's Chaise Atelier

Hanson's Lamp Labs

Woods's Easel Atelier

Russell's crutch Unlimited

Traps

Ceiling Pendulum

Scything Blade of Redemption

Objects

Chaise children's replica

Easel made of heavy metal

Secret Lamp

Hidden Credit Card

Helmet of Redemption

Wand of Wonder

Caster feels intense but unfocused hatred for 1d6 hours

People

Name Codename Career Likes Dislikes
Harmony Hanson "Plump Cappuccinos" Merchant Photography Socks
Kaylee Woods "Wild Legs" Mole Death Television
Sadie Walters Actor Baseball Writers
Piper Griffin Townsfolk Gym Memberships Boxes
Eli Russell Consultant Christmas Quartz Crystals

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).