The Director Welcomes You

The Pineapple Downfall Incident

#f40250

Location

Stormy, Mild Taiwan

Time of Day

2:14

Extraction Point

10 Miles SW

Time to Complete

20 Hours

Ambassadors,
This week should be easy. You are delivering a Musical instrument children's replica. Get to Taiwan at 04:00

Good Luck.

— The Tablet of Stone you were holding self destructs.

The Villain Dossier

Name

Cooper Page

Alias

"Little child"

Features

6' 10"

Blue eyes

Faint curved scar / Left arm

Organization

The Fraternity of Bloody Belief

Emotions

Dismayed

Personality

Quaintly Obnoxious

Motive

Take over a government for fear of the heroes

Bodyguard

Harrison the "Good Werewolf"

Physical Size

Hefty

Story

Additional Locations

The Great Tower

Bustling Carnival

Bliss Palace

Random Events

Ninja Finds gold in the water

German Trench Club grabs a lady's purse

Pack of Wild Dogs gathers near a point of interest

Demon Salutes the adventurers

World

Stores

Owen's Musical instrument Factory

Jacobs's Skeletal Animal Market

Butler's Portrait Unlimited

Mclaughlin's End Table Solutions

Traps

Moving Executioner Statue

Crushing Room of Downfall

Objects

Musical instrument children's replica

Portrait made of heavy metal

Secret Skeletal Animal

Hidden Staff

Shield of Downfall

Wand of Wonder

A nearby tree bends down and hurls the target like a catapult

People

Name Codename Career Likes Dislikes
Chase Jacobs "Junior Elbows" Merchant Potatoes Trucks
Jayce Butler "Five Kidneys" Mole Television Cats
Charlotte Pearson Librarian Football Robots
Owen Kim Technician Candy Cats
Emilia Mclaughlin Police Officer Stickers Trees

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).