The Director Welcomes You

The Fang Disaster Incident

#6dc870

Location

Dull, Stormy Kosovo

Time of Day

20:25

Extraction Point

68 Miles W

Time to Complete

3 Hours

Examiners,
This week should be easy. You are delivering a Lamp with a False bottom. Get to Kosovo at 04:04

Good Luck.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

King McGee

Alias

"Left Kaiju"

Features

4' 1"

Heterochromia eyes

Small mole / Left arm

Organization

The Task Force of Good Engine

Emotions

Sad

Personality

Broadly Better

Motive

Take over a government to better Humanity

Bodyguard

Harrison the "Gifted Doppelganger"

Physical Size

Puny

Story

Additional Locations

The Fastidious Port

Desolate Port

Darkness Castle

Random Events

Bear screams at the top of their lungs

Majestic Painting Is throwing a BBQ

Princess approaches

Gypsy Skips merrily

World

Stores

Ella's Lamp Mall

Mejia's Rubber Plant Atelier

Fleming's Goblet Ventures

Mullins's Trophy Technologies

Traps

Javelin

Ceiling Pendulum of Disaster

Objects

Lamp with a False bottom

Goblet with a False bottom

Secret Rubber Plant

Hidden Boomerang

Blindfold of Disaster

Wand of Wonder

Everyone knows that the target has no real martial prowess

People

Name Codename Career Likes Dislikes
Anthony Mejia "Fat Heels" Merchant Football Snowglobes
Ethan Fleming "Tough Kidneys" Mole Honey Television
Adalynn Burns Chef Essential Oils Scarves
Ella Adkins Annoyed Jigsaw Puzzles Trees
Anastasia Mullins Frustrated Children's Stories Houses

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).