The Director Welcomes You

Method, Neck, Hole, Spy.

#4a78f6

Location

Gloomy, Gloomy Denmark

Time of Day

19:34

Extraction Point

60 Miles SW

Time to Complete

12 Hours

Sleuths,
This week should be easy. You are delivering a Wardrobe that is glowing. Get to Denmark at 07:21

Good Luck.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Carter Sherman

Alias

"Gross Kangaroos"

Features

5' 1"

Heterochromia eyes

Large moles / Left middle finger

Organization

The Authority of Slatted Hole

Emotions

Relieved

Personality

Delightfully Pre-Pubescent

Motive

Take over a country to achieve their destiny

Bodyguard

Roberto the "Fast child"

Physical Size

Miniature

Story

Additional Locations

The Old Carnival

Archaic Creek

Oblivion Manor

Random Events

Drunk Salutes the adventurers

Bunny is heard screaming

Beggar Balances on a ledge

Robber is robbed

World

Stores

David's Wardrobe Solutions

Quinn's Counter Chic Chåteau

Johnson's Shirt Outlet

Robles's Potted Plant Boutique

Traps

Suspicious door with lock

Symbol of Hypnosis of Freshness

Objects

Wardrobe that is glowing

Shirt with a False bottom

Secret Counter

Hidden Lance

Notebook of Freshness

Wand of Wonder

For 1d4 days, target can’t speak to anyone now within 10 yards

People

Name Codename Career Likes Dislikes
Hudson Quinn "Slow Bones" Merchant Sailboats Chili
Daniel Johnson "Wild Legs" Mole Basketball Eggs
Alexander Thompson Sad Acorns Butterflies
David Ford Technician Scarves Teeth
Guy Robles Consultant Cats Robots

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).