"Meddlers, Welcome to the Dull, Hot Ecuador. It should be 00:18 where you are. I have sent you to within earshot of a Pitch Black Forge to look for a suspect by the name "The Hobgoblin". Their recent activity is concerning and we need you to uncover their plans. We don't know much about their goals but they sent us this cryptic message – "A traveling merchant appears at the Turtle Rock". We're low budget this mission – I've packed a Clean Ballpoint Pen in your kit to help. This mission is counterintelligence.
Keep quiet. Play cool. And remember you are actual, functional, professional spies."
– The Tape recorder you were holding self destructs.
Small mole / Neck
The Council of Brutish Scales
Take over a government because of grief and loss
Jerry the "Wooden Doppelganger"
The Nutty Pond
Deserted Barn Dance
Delivery Guy Is being tortured
Rustler Balances on a ledge
Bag of Lemons Gets their hand chopped off
Squirrel Is throwing a BBQ
Khloe's Bicycle Unlimited
Brown's Footlocker Closet
Rios's Easel Solutions
Thomas's Watch Bazaar
Collapsing Column of Extinction
Bicycle children's replica
Easel made of heavy metal
Blowgun of Extinction
|Santiago Brown||"Right Ankles"||Merchant||Video Games||Water|
|Alexandra Rios||"Plump Arms"||Mole||Lions||Sun Glasses|
|Khloe Cross||Talent agent||Music||Candles|
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.
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).