The Director Welcomes You

Who is Chuckie Crib?

#7a8abf

Location

Gorgeous, Breezy Venezuela

Time of Day

8:34

Extraction Point

98 Miles S

Time to Complete

31 Hours

Undercover Emissaries,
This week should be easy. You are delivering a Shoe Horn with a False bottom. Get to Venezuela at 00:06

Good Luck.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Layla Mullins

Alias

"Gross Cat"

Features

7' 6"

Heterochromia eyes

Stretch Marks / Right arm

Organization

The Office of Rapid Parking Lot

Emotions

Safe

Personality

Immediately Uninterested

Motive

Disrupt the military for a love interest

Bodyguard

Chuckie the "Shallow Drunken Irish Guy"

Physical Size

Vast

Story

Additional Locations

The Fried Lagoon

Touristy City

Annihilation Fortress

Random Events

Rustler Is getting confiscated

Woman meets disaster

Procession Crashes slowly

Safe Skips merrily

World

Stores

Preston's Shoe Horn Threads

Leon's Coat of Arms Outlet

Lambert's Barrel Ventures

Riley's Armoir Mall

Traps

Phantasmal Killer

Floor Net of Skill

Objects

Shoe Horn with a False bottom

Barrel with a False bottom

Secret Coat of Arms

Hidden Watch

Coif of Skill

Wand of Wonder

Target is constricted as though squeezed by an invisible python

People

Name Codename Career Likes Dislikes
Ryder Leon "Gross Waffles" Merchant Dolphins Octopus
Isaac Lambert "Silver Waffles" Mole Soup Books
Ximena Holt Stressed Flowers Lions
Preston Robertson Farmer Oranges Cousins
Colton Riley Counselor Dice Sticky Notes

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).