The Director Welcomes You

The Helpful Flame Problem

#7fd6f8

Location

Windy, Foul Guinea-Bissau

Time of Day

12:29

Extraction Point

99 Miles NNE

Time to Complete

13 Hours

Ambassadors,
As you can see you are trapped inside be locked inside of a Crowded Casino . We almost couldn't find you — Please explain when you get back. All we know is "Silver Chimera" is responsible and they sent us this message - "The group finds a dead fish at the Beast's Maze". Your mission was clandestine, achieve what you can.

Hopefully you still have that Evil Battery hidden on you.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Dean Jenkins

Alias

"Silver Chimera"

Features

4' 7"

Hazel eyes

Small mole / Right middle finger

Organization

The Bunch of Depressed Chain

Emotions

Amused

Personality

Heavily Petite

Motive

Take over a government for fear of the heroes

Bodyguard

Nancy the "Sturdy Horse"

Physical Size

Substantial

Story

Additional Locations

The Helpful Spring

Underground City

Optimism Lagoon

Random Events

Leopard scurries by

Box of Cigarette Is throwing a BBQ

Pine Branch Finds gold in the water

Bank Is hurled at the adventurers

World

Stores

Aaron's Sofa Atelier

Cortez's Sconce International

Ford's Cabinet Mall

Hall's Trunk Properties

Traps

Reverse Gravity

Fireball of Perspiration

Objects

Sofa with a False bottom

Cabinet made of heavy metal

Secret Sconce

Hidden Shield

Crossbow of Perspiration

Wand of Wonder

Every other day, the target radiates strongly of alteration magic

People

Name Codename Career Likes Dislikes
Piper Cortez "Casual Hot Dogs" Merchant Pillows Drinking
Charles Ford "White Bagels" Mole Tissues Chickens
Ryder Ward Shadow Dinosaurs Tissues
Aaron Simon Frustrated Rubber Stamps Technology
Jaxson Hall Teacher Bells Dinosaurs

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).