Undercover Emissaries, We need your help. Agent Vincent King has gone missing and we believe "Plump Camel" is responsible. They were last seen in Ethiopia at 24:19. The agent sent one final message – "A black cat runs past at the Big Momma". Take this Soft Lipstick - it was their favorite tool and might help you.
— The Microsoft Zune you were holding self destructs.
Claire Miranda
"Plump Camel"
4' 2"
Red eyes
Faint curved scar / Right foot
The Agency of Tropical Mass
Lonely
Jubilantly Dangerous
Make a lot of money out of jealousy
Peter the "Rabid Roc"
Shrimpy
The Yummy Arcade
Compact Manor
Influence Palace
Rustler meets disaster
Demon Is throwing a BBQ
Dozen Eggs Catches leprosy
Skeleton Becomes wounded
Sadie's Basket Specialities
Todd's Brass Replica Warehouse
Sharp's Suit of armor Labs
King's Musical instrument Mall
Javelin
Water-Filled Room of Bliss
Basket with a False bottom
Suit of armor made of heavy metal
Secret Brass Replica
Hidden Spikes
Pen of Bliss
Caster forgets any fire that he lights
| Name | Codename | Career | Likes | Dislikes |
|---|---|---|---|---|
| Wyatt Todd | "Casual Pastrami's" | Merchant | Octopus | Sticky Notes |
| Juliana Sharp | "Nice Spleens" | Mole | Ice Cubes | Acorns |
| Zayden Fisher | Hairdresser | Socks | Slippers | |
| Sadie Robinson | Ghost | Octopus | Painting | |
| Vincent King | Drummer | Robots | Drinking |
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
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 UpGive 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.
Characters90% 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.
RollingThis 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 MasterYour 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.
EndingNo 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).