The Director Welcomes You

Little shop Royale

#79c29e

Location

Balmy, Cloudy North Macedonia

Time of Day

4:0

Extraction Point

36 Miles SEE

Time to Complete

6 Hours

Agents,
This week should be easy. You are delivering a Spice shelf that is glowing. Get to North Macedonia at 07:23

Good Luck.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Naomi Rowe

Alias

"Meaty Basilisk"

Features

5' 1"

Red eyes

Large moles / Right foot

Organization

The Unit of Tender Fried Chicken

Emotions

Hopeful

Personality

Cheerfully Putrid

Motive

Take over a country for pure destruction

Bodyguard

Harrison the "Fugly Elephant"

Physical Size

Cramped

Story

Additional Locations

The Muscular Festival

Deserted Carnival

Demise Masquerade

Random Events

Store skins a cat with his teeth

Corncob Is being detained

Water Vessel meets disaster

Wedding Cake approaches

World

Stores

Damian's Spice shelf Little shop

Kramer's Chaise Threads

Avila's Clamp Worldwide

Stewart's Shelf of alcohol Threads

Traps

Water-Filled Room

Flame Strike of Redemption

Objects

Spice shelf that is glowing

Clamp that is glowing

Secret Chaise

Hidden Coin

Lighter of Redemption

Wand of Wonder

All paper now nearby is fireproof

People

Name Codename Career Likes Dislikes
Robert Kramer "Orange Thumbs" Merchant Trucks Flashlights
Isaac Avila "Left Matzo Balls" Mole Dinosaurs Easter
Jameson Bradley Surgeon Acorns Children's Stories
Damian Lowe Professional Cuddler Potatoes Tissues
Aubrey Stewart Frazzled Butterflies Cooking

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).