The Director Welcomes You

Creative Royale

#1d2a3d

Location

Calm, Windy Trinidad and Tobago

Time of Day

19:9

Extraction Point

110 Miles W

Time to Complete

23 Hours

Informants,
As you can see you are trapped inside within earshot of a Bustling Chateau . We almost couldn't find you — Please explain when you get back. All we know is "Drowsy kobold" is responsible and they sent us this message - "The group finds a dollar on the ground at the Big Momma". Your mission was anti-surveillance, achieve what you can.

Hopefully you still have that Polished Vise hidden on you.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Rachel Morales

Alias

"Drowsy kobold"

Features

7' 1"

Red eyes

Large moles / Left hand

Organization

The Association of Faithful Grip

Emotions

Bitter

Personality

Unabashedly Bitter

Motive

Take over a country because of grief and loss

Bodyguard

Jerry the "Dire Zombie"

Physical Size

Short

Story

Additional Locations

The Shrilling Pond

Touristy Lake

Joy Barn Dance

Random Events

Bank drops from the sky

Skeleton Catches leprosy

Renaissance Faire Calls menacingly

Hound chase a suspect

World

Stores

Alexis's Mantle Creative

Byrd's Large book Collective

Becker's Candlesticks Supermarket

Morgan's Vanity International

Traps

Reverse Gravity

Arrow of The Blackest Black

Objects

Mantle with a False bottom

Candlesticks made of heavy metal

Secret Large book

Hidden Magazine

Pants of The Blackest Black

Wand of Wonder

Caster’s spellbook can only be read by males

People

Name Codename Career Likes Dislikes
Autumn Byrd "Fast Thumbs" Merchant Slippers Houses
Jason Becker "Drowsy Hands" Mole Stickers Rocks
Gabriella Berry Dietitian Soccer Syrup
Alexis Cortez Police Officer Bread Cooking
Zion Morgan Fortune Cookie Writer Tea 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).