The Director Welcomes You

The Gray Soiree Incident

#850a0f

Location

Foul, Dull Thailand

Time of Day

0:30

Extraction Point

127 Miles NE

Time to Complete

26 Hours

Investigators,
As you can see you are trapped inside climb a Underwater Port . We almost couldn't find you — Please explain when you get back. All we know is "Nice Imp" is responsible and they sent us this message - "A stranger can be seen in the shadows at the Ghost Town". Your mission was black ops, achieve what you can.

Hopefully you still have that Glowing Calculator hidden on you.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Rachel Soto

Alias

"Nice Imp"

Features

7' 7"

Hazel eyes

Large deep scar / Right hand

Organization

The company of Many Farm

Emotions

Guilty

Personality

Unethically Invisible

Motive

Take over a government to escape their destiny

Bodyguard

Harrison the "Elegant Anteaters"

Physical Size

Insignificant

Story

Additional Locations

The Gray Villa

Archaic Pond

Reservation Shelter

Random Events

Chicken is robbed

Vagabond Strikes the church bell

Chunk of Beef Is getting confiscated

Gallon of Trash Catches leprosy

World

Stores

Autumn's Stool Beauty Stop

Gonzalez's Taxidermy animal Wardrobe

Watts's Quill and Ink Wardrobe

Lane's Plaster Bust Emporium

Traps

Ceiling Pendulum

Large Net of Good Spirits

Objects

Stool that has been hollowed out

Quill and Ink children's replica

Secret Taxidermy animal

Hidden Club

Chastity Belt of Good Spirits

Wand of Wonder

All metal within 50 yards is non-conductive of electricity

People

Name Codename Career Likes Dislikes
Julian Gonzalez "Fast Cappuccinos" Merchant Boxes Football
Mckenzie Watts "King Lox" Mole Bracelets Dolphins
Alexander Marshall Teacher Oranges Snowglobes
Autumn Fowler Surgeon Eggs Broccoli
Adalynn Lane Townsfolk Horses Singing

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).