The Director Welcomes You

The Quality Ruin Protocol

#12b9b0

Location

Stormy, Foggy New Zealand

Time of Day

24:18

Extraction Point

145 Miles S

Time to Complete

23 Hours

Spy Deputies,
I have sent you to the top of a Hidden Spring to look for a suspect by the name "No Koalas". This mission is anti-surveillance. Their recent activity is concerning and we need you to stop the outbreak. We don't know much about their goals but we've intercepted this cryptic message – "A traveling merchant appears at the Serpents Nest".

We're low budget this mission – I've packed a Dull Quilt in your kit to help.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Cameron Rice

Alias

"No Koalas"

Features

5' 7"

Brown eyes

Large moles / Neck

Organization

The League of Chubby Trousers

Emotions

Powerless

Personality

Unexpectedly Masochistic

Motive

Take over a country in pursuit of knowledge

Bodyguard

Jack the "Quick Owlman"

Physical Size

Enormous

Story

Additional Locations

The Rapping Island

Deserted Lake

Redemption Lodge

Random Events

Demon explodes

Nomad Evades the law

Buccaneer Gets their hand chopped off

Pine Branch Crashes slowly

World

Stores

Wesley's Fireplace Productions

Cohen's Globe Arcade

Norman's Figurine Market

Knight's Bureau Convenience store

Traps

Poison Dart

Razor-Wire across Hallway of Ruin

Objects

Fireplace with a False bottom

Figurine that has been hollowed out

Secret Globe

Hidden Morning Star

Soy Sauce Packet of Ruin

Wand of Wonder

Any attempt to change shape will teleport the caster 1d1000 miles

People

Name Codename Career Likes Dislikes
Josephine Cohen "Fat Falafels" Merchant Socks Balloons
Cooper Norman "Yellow Hearts" Mole Coffee Tissues
Robin Hawkins Old Timer Dolphins Harmonica
Wesley Flynn Acupuncturist Tissues Scarves
Braxton Knight Plumber Chickens Pillows

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).