The Director Welcomes You

Operation — Damp Game

#6886c5

Location

Warm, Hot Lesotho

Time of Day

5:52

Extraction Point

84 Miles SSW

Time to Complete

47 Hours

Spy Deputies,
As you can see you are trapped inside approach a Underground City . We almost couldn't find you — Please explain when you get back. All we know is "Golden Vampires" is responsible and they sent us this message - "The group finds a sword in a stone at the Serpents Nest". Your mission was black bag, achieve what you can.

Hopefully you still have that Clandestine Bread hidden on you.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Ryker Taylor

Alias

"Golden Vampires"

Features

5' 1"

Red eyes

Small mole / Left leg

Organization

The Agency of Polite Arithmetic

Emotions

Depressed

Personality

Intensely Flat

Motive

Make a lot of money for a love interest

Bodyguard

James the "Engorged Vampires"

Physical Size

Minute

Story

Additional Locations

The Damp Acropolis

Desolate Palace

Exuberance Carousal

Random Events

Milk Shipment Is hurled at the adventurers

Goblet grabs a lady's purse

Jug of Peanut Butter catches on fire

Donkey Calls menacingly

World

Stores

Grayson's Ceramic Crock Wardrobe

Stewart's crutch Arcade

Caldwell's Ceramic Crock Logistics

Jimenez's Vanity Productions

Traps

Javelin

Compacting Room of Contentment

Objects

Ceramic Crock with a False bottom

Ceramic Crock with a False bottom

Secret crutch

Hidden Greaves

Falchion of Contentment

Wand of Wonder

Caster is rumored to have participated in genocide against Elves

People

Name Codename Career Likes Dislikes
Finley Stewart "Cramped Noses" Merchant Slippers Sticky Notes
Lydia Caldwell "Heavy Scars" Mole Television Physics
Michelle Webster Police Officer Dolphins Deodorant
Grayson Mason Exhilarated Water Lipstick
Zoey Jimenez Zestful Washing Machines 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).