The Director Welcomes You

Product, Spoon, Parking Lot, Spy.

#7f934c

Location

Cloudy, Warm Liechtenstein

Time of Day

24:58

Extraction Point

158 Miles SWW

Time to Complete

34 Hours

Spy Deputies,
This week should be easy. You are delivering a Landscape that is glowing. Get to Liechtenstein at 13:14

Good Luck.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Alexis Adams

Alias

"Silver Werewolf"

Features

4' 2"

Heterochromia eyes

Faint curved scar / Right leg

Organization

The Committee of Petite Parking Lot

Emotions

Envious

Personality

Gleefully Squeaking

Motive

Disrupt the military out of greed

Bodyguard

Randy the "Scrawny Imp"

Physical Size

Diminutive

Story

Additional Locations

The Drawn Lake

Underwater Park

Stealth Forest

Random Events

Wedding Cake is robbed

Hoard Bounces oddly

Leopard drops from the sky

Diary Skips merrily

World

Stores

Eden's Landscape Specialities

Roberts's Canopy Bed Hole

Howard's Crock Technologies

Coleman's Shoe Horn Couture

Traps

Insanity Mist Vapor

Poison Wall Spikes of Mania

Objects

Landscape that is glowing

Crock that is glowing

Secret Canopy Bed

Hidden Blades

Sword of Mania

Wand of Wonder

Target is immune to the next 1d10 attacks against him

People

Name Codename Career Likes Dislikes
Lauren Roberts "Slow Matzo Balls" Merchant Boxes Books
Esther Howard "Gross Churros" Mole Oranges Cooking
Miles Jordan Scientist Baseball Syrup
Eden Jones Surgeon Sailboats Cookies
Natalie Coleman Professional Bridesmaid Soup Sticks

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).