Silent Negotiators, We need your help. Agent Bryce Norris has gone missing and we believe "Sharp Bull" is responsible. They were last seen in Saudi Arabia at 08:04. The agent sent one final message – "A lone flower growing at the Tempest". Take this Fluffy Apron - it was their favorite tool and might help you.
— The iPod you were holding self destructs.
Alexander Watts
"Sharp Bull"
7' 11"
Hazel eyes
Stretch Marks / Left eye
The Association of Howling Problem
Cautious
Gently Tropical
Take over a country to cause catastrophe
Chuckie the "Gentle Minotaur"
Full-grown
The Puny Castle
Hidden Arcade
Optimism House
Corncob Ignites violently
Bag of Lemons Attempts to rob a bank
Turtle catches on fire
Gypsy Skips merrily
Paisley's Landscape Discount
Richards's Toolbox Properties
Sims's Credenza Chic Chåteau
Norris's Marionette Threads
Poison Wall Spikes
Bestow Curse of Indecision
Landscape made of heavy metal
Credenza with a False bottom
Secret Toolbox
Hidden Nipple Clamp
Boomerang of Indecision
Target’s clothes always appear to be filthy
Name | Codename | Career | Likes | Dislikes |
---|---|---|---|---|
William Richards | "Five Elbows" | Merchant | Clocks | Quartz Crystals |
Thomas Sims | "Green Lox" | Mole | Chalk | Potatoes |
Carter Medina | Banker | Broccoli | Paper | |
Paisley Miranda | Hotel Manager | Sun Glasses | Snowglobes | |
Bryce Norris | Hotel Manager | Honey | Peanut Butter |
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
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 UpGive 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.
Characters90% 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.
RollingThis 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 MasterYour 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.
EndingNo 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).