The Director Welcomes You

The Gracefully Brave Agent

#451f52

Location

Arid, Miserable Solomon Islands

Time of Day

13:3

Extraction Point

55 Miles NEE

Time to Complete

38 Hours

Undercover Emissaries,
This week should be easy. You are delivering a Clamp with a False bottom. Get to Solomon Islands at 02:00

Good Luck.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Angel Butler

Alias

"Big Pegasus"

Features

4' 6"

Green eyes

Small mole / Left foot

Organization

The Alliance of Dilligent Nature

Emotions

Spiteful

Personality

Gracefully Enlightened

Motive

Disrupt the military out of survival

Bodyguard

Nancy the "Dire Beast"

Physical Size

Slight

Story

Additional Locations

The Brave Grove

Archaic Masquerade

Weakness Maze

Random Events

Nomad Adopts a nearby child

Wedding Cake Crashes slowly

Feminist meets disaster

Midwife gathers near a point of interest

World

Stores

Nevaeh's Clamp Market

Wells's Mounted Animal Boutique

Gutierrez's Hatrack Industries

Rice's Mounted Animal Couture

Traps

Poison Dart

Water-Filled Room of Competency

Objects

Clamp with a False bottom

Hatrack that is glowing

Secret Mounted Animal

Hidden Spear

Wrench of Competency

Wand of Wonder

Each of target’s feet acquires argumentative intelligence

People

Name Codename Career Likes Dislikes
Lucas Wells "Two Eyes" Merchant Eggs Death
Gianna Gutierrez "Gross Waffles" Mole Scarves Doors
Matteo Walker Railroad Conductor Lions Rabbits
Nevaeh Ortega Headhunter Cookies Stickers
Alex Rice Vision Coffee Sun Glasses

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).