The Director Welcomes You

Operation — Jolly Zebra

#8f9364

Location

Windless, Dark Monaco

Time of Day

4:37

Extraction Point

47 Miles NWW

Time to Complete

29 Hours

Detectives,
It seems "Tough Horse" has gone level 3. They have been broadcasting this message "A shrine is nearby at the Old battlefield". We need you to eliminate them, Roughly. Their last known location was recorded at 18:07. You have a Dull Mirror as a last resort. Use carefully.

— The Portable Radio you were holding self destructs.

The Villain Dossier

Name

Ava Rice

Alias

"Tough Horse"

Features

5' 6"

Brown eyes

Large moles / Right hand

Organization

The Bureau of Agreeable Patsy

Emotions

Disillusioned

Personality

Roughly Tasteless

Motive

Take over a government in pursuit of knowledge

Bodyguard

Crystal the "Rotten Wraith"

Physical Size

Lanky

Story

Additional Locations

The Jolly Arcade

Crowded Mansion

Obliteration Spring

Random Events

Fairy meets disaster

Butter Shipment Lunges at the group

Mutant runs over an infant

Pickpocket approaches

World

Stores

Richard's Credenza Labs

Ellis's Clamp Beauty Stop

Robinson's Trunk Ventures

French's Doorway Solutions

Traps

Ghoul Touch

Acid Fog of Enjoyment

Objects

Credenza that is glowing

Trunk that has been hollowed out

Secret Clamp

Hidden File

Button of Enjoyment

Wand of Wonder

Tomorrow, caster meets someone claiming to have sold the world

People

Name Codename Career Likes Dislikes
Diego Ellis "Golden Spleens" Merchant Basketball Mirrors
Emma Robinson "All Lox" Mole Candy Whipped Cream
Justin Pratt Bounty hunter Christmas Rabbits
Richard Armstrong Librarian Football Chocolate
Julianna French Veteran Tissues Deodorant

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).