The Director Welcomes You

The Kissingly Deep Agent

#8ee759

Location

Overcast, Arid Afghanistan

Time of Day

8:24

Extraction Point

1 Miles NNW

Time to Complete

34 Hours

Investigators,
This week should be easy. You are delivering a Diary that has been hollowed out. Get to Afghanistan at 23:18

Good Luck.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Charlotte Wong

Alias

"Cramped Rabbit"

Features

4' 6"

Gray eyes

Small mole / Right middle finger

Organization

The company of Empty Knife

Emotions

Delighted

Personality

Kissingly Shitty

Motive

Take over a country out of desperation

Bodyguard

Frankie the "Boned Giraffe"

Physical Size

Meager

Story

Additional Locations

The Deep Spring

Deserted Lagoon

Enjoyment Grove

Random Events

Robber meets disaster

Wanderer Evades the law

Crying Child Skips merrily

Transport Gets their hand chopped off

World

Stores

Ximena's Diary Industries

Hopkins's Bonsai Technologies

Stone's Canopy Bed Labs

Reyes's Desk Labs

Traps

Symbol of Hypnosis

Ray of Sickness of Pleasure

Objects

Diary that has been hollowed out

Canopy Bed with a False bottom

Secret Bonsai

Hidden Banana

Bracer of Pleasure

Wand of Wonder

Target is certain that he’s standing at the center of a huge fire

People

Name Codename Career Likes Dislikes
Justin Hopkins "Big Ribs" Merchant Scarves Jazz
Liliana Stone "White Parmigianas" Mole Paper Robots
Valeria Sims Animator Water Baseball
Ximena Singh Vision Money Bears
Olivia Reyes Headhunter Whipped Cream Coffee

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).