The Director Welcomes You

The Always Eager Agent

#3dcb9c

Location

Foggy, Humid Benin

Time of Day

2:33

Extraction Point

144 Miles NEE

Time to Complete

20 Hours

Eyeballs,
This week should be easy. You are delivering a Musical instrument that is glowing. Get to Benin at 18:14

Good Luck.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Jameson Palmer

Alias

"Cramped Fairy"

Features

5' 10"

Gray eyes

Large deep scar / Left eye

Organization

The Association of Small Liquid

Emotions

Guilty

Personality

Always Chewy

Motive

Take over a government for sibling rivalry

Bodyguard

Jerry the "Girthy Cockatrice"

Physical Size

Lanky

Story

Additional Locations

The Eager House

Abandoned Lake

Excitement Masquerade

Random Events

Horse Carriage screams at the top of their lungs

Vagrant Ignites violently

Meteor strikes the ground

Sewer Strikes the church bell

World

Stores

Daniel's Musical instrument Cosmetics

Gill's Ring Beauty Stop

Bowen's Stairwell Group

Ramos's Fire poker set Hole

Traps

Wall Blade

Poison Needle of Prosperity

Objects

Musical instrument that is glowing

Stairwell made of heavy metal

Secret Ring

Hidden Longsword

Credit Card of Prosperity

Wand of Wonder

Caster is always and easily recognizable as a spellcaster

People

Name Codename Career Likes Dislikes
Henry Gill "Cheap Livers" Merchant Houses Teeth
Victoria Bowen "Meaty Bones" Mole Houses Plushies
Genesis Nelson Dentist Tigers Toilets
Daniel Contreras Librarian Whipped Cream Acorns
Mackenzie Ramos Dentist Paper Boxes

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).