The Director Welcomes You

Who is Ali Feast?

#d12469

Location

Cloudy, Bright Saudi Arabia

Time of Day

4:12

Extraction Point

88 Miles E

Time to Complete

38 Hours

Detectives,
We need your help. Agent Ashley Greene has gone missing and we believe "Italian Sea Lion" is responsible. They were last seen in Saudi Arabia at 15:23. The agent sent one final message – "A thick fog rolls in at the Golden Fire". Take this Colorful Watch - it was their favorite tool and might help you.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Rylee Stone

Alias

"Italian Sea Lion"

Features

4' 8"

Blue eyes

Stretch Marks / Left arm

Organization

The Incorporated of Nutritious Pollution

Emotions

Optimistic

Personality

Limply Whispering

Motive

Disrupt the military out of jealousy

Bodyguard

Ali the "Engorged Kaiju"

Physical Size

Lanky

Story

Additional Locations

The Some Manor

Underground Forest

Rage Maze

Random Events

Renaissance Faire Is accused by the law

Feminist gathers near a point of interest

Skeleton chase a suspect

Chunk of Beef approaches

World

Stores

Ryleigh's Lamp Bazaar

Myers's Bottle Emporium

Miller's Statue Beauty Stop

Greene's Barrel Properties

Traps

Object Smeared with Poison

Acid Arrow of Laughter

Objects

Lamp with a False bottom

Statue that is glowing

Secret Bottle

Hidden Magazine

Lighter of Laughter

Wand of Wonder

Caster is tightly bound in strong wire

People

Name Codename Career Likes Dislikes
Dylan Myers "Drowsy Falafels" Merchant Fire Harmonica
Sophia Miller "All Parmigianas" Mole Cartography Soccer
Theodore Santos Sad Writers Broccoli
Ryleigh Hansen Veterinarian Rock n' Roll Doves
Ashley Greene Shadow Harmonica Cartography

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).