The Director Welcomes You

The Movie Obsession Incident

#c051f5

Location

Sunny, Chilly Norway

Time of Day

3:57

Extraction Point

121 Miles S

Time to Complete

19 Hours

Informants,
We need your help. Agent Finley Washington has gone missing and we believe "Mad Dwarf" is responsible. They were last seen in Norway at 09:15. The agent sent one final message – "A white horse dashes past at the dry riverbed". Take this Invisible Barstool - it was their favorite tool and might help you.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Taylor Schneider

Alias

"Mad Dwarf"

Features

4' 6"

Gray eyes

Small mole / Neck

Organization

The Agency of Cocky Bacon

Emotions

Contempt

Personality

Truly Jagged

Motive

Disrupt the military to become rich

Bodyguard

Frankie the "Cocky Abominable Snowman"

Physical Size

Colossal

Story

Additional Locations

The Obtuse Creek

Pitch Black Creek

Silence Circus

Random Events

Hoard Gets their hand chopped off

Gypsy Is under a curse

Bum Is throwing a protest

Cauldron screams at the top of their lungs

World

Stores

Theodore's Bonsai Chic Chåteau

Patton's Shoe Horn Emporium

Guerrero's Statue Market

Washington's Music Box Solutions

Traps

Bear Trap

Flame Strike of Obsession

Objects

Bonsai made of heavy metal

Statue children's replica

Secret Shoe Horn

Hidden Diary

Staff of Obsession

Wand of Wonder

When target dies, countless abhorrent deeds are attributed to him

People

Name Codename Career Likes Dislikes
Ezra Patton "Obese Arms" Merchant Doves Books
Valerie Guerrero "Mad Boy" Mole Cats Horses
Faith Gregory Exhausted Comic Books Cats
Theodore Jennings Accountant Scarves Quartz Crystals
Finley Washington Broker Rabbits Limes

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).