The Director Welcomes You

Operation — Encrypted Purse

#93213a

Location

Arid, Dry Paraguay

Time of Day

6:14

Extraction Point

175 Miles SW

Time to Complete

34 Hours

Shadows,
It seems "Nice Whale" has gone level 7. They have been broadcasting this message "Distant sounds of screaming at the Frozen palace". We need you to eliminate them, Playfully. Their last known location was recorded at 06:07. You have a Clean Wrench as a last resort. Use carefully.

— The Origami Swan you were holding self destructs.

The Villain Dossier

Name

Justin Mack

Alias

"Nice Whale"

Features

6' 9"

Green eyes

A second belly button / Left middle finger

Organization

The Crew of Noisy Flesh

Emotions

Scared

Personality

Playfully Dangerous

Motive

Disrupt the military justice for a wrong-doing

Bodyguard

Donald the "Powerful Basilisk"

Physical Size

Meager

Story

Additional Locations

The Encrypted Chateau

Bustling Mansion

Downfall Jungle

Random Events

Storm Lunges at the group

Leopard Becomes wounded

Beggar is heard screaming

Baker arrives in the mail

World

Stores

Sawyer's Rug Threads

Fischer's Sconce Threads

Peters's Basket Technologies

Pope's Tea Set Collective

Traps

Poison Dart

Bestow Curse of Mania

Objects

Rug with a False bottom

Basket children's replica

Secret Sconce

Hidden Diary

Boiled Leather of Mania

Wand of Wonder

Target suddenly owns an exact replica of some person nearby

People

Name Codename Career Likes Dislikes
Jonathan Fischer "Yellow Bagels" Merchant Children's Stories Painting
Nora Peters "Dull Knuckles" Mole Rabbits Cartography
Wesley Hudson Judge Trees Scarves
Sawyer Marquez Headhunter Clocks Sticky Notes
August Pope Plumber Cousins Gym Memberships

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).