The Director Welcomes You

Brothers Royale

#148b22

Location

Warm, Foggy Iraq

Time of Day

0:28

Extraction Point

101 Miles SSE

Time to Complete

35 Hours

Sleuths,
This week should be easy. You are delivering a Flower in Vase children's replica. Get to Iraq at 23:08

Good Luck.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Callie Figueroa

Alias

"Nice Whale"

Features

6' 11"

Green eyes

Stretch Marks / Left foot

Organization

The Bunch of Shitty Island

Emotions

Delighted

Personality

Badly Slimey

Motive

Take over a government for scientific discovery

Bodyguard

Tiffany the "Swollen Seal"

Physical Size

Mini

Story

Additional Locations

The Gigantic Fortress

Hidden Business

Delight Creek

Random Events

Ninja Spontaneously disintegrates

Tramp stop the party and asks questions

Mutant catches on fire

Jug of Peanut Butter Strikes the church bell

World

Stores

Joel's Flower in Vase Brothers

Moran's Bottle Chic Chåteau

Howard's Toolbox Threads

Ramos's Suit of armor Bazaar

Traps

Poisoned Arrow

Compacting Room of Perspiration

Objects

Flower in Vase children's replica

Toolbox that has been hollowed out

Secret Bottle

Hidden Bow

Sticks of Perspiration

Wand of Wonder

Target is invisible while shouting

People

Name Codename Career Likes Dislikes
Thomas Moran "Small Thumbs" Merchant Lamps Television
Daisy Howard "Right Ribs" Mole Socks Quartz Crystals
Ashton Parks Shadow Whipped Cream Honey
Joel Santos Vision Contracts Jazz
Kayla Ramos Operator Socks Peanut Butter

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).