The Director Welcomes You

The Nerve Delight Incident

#3969c2

Location

Dry, Dull Venezuela

Time of Day

17:47

Extraction Point

99 Miles SSE

Time to Complete

44 Hours

Agents,
It seems "Indigo Yeti" has gone level 10. They have been broadcasting this message "A stranger can be seen in the shadows at the Painted Sands". We need you to eliminate them, Curiously. Their last known location was recorded at 02:24. You have a Angry Brush as a last resort. Use carefully.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Hadley Ingram

Alias

"Indigo Yeti"

Features

5' 8"

Blue eyes

Stretch Marks / Left leg

Organization

The Committee of Itchy Volcano

Emotions

Guilty

Personality

Curiously Silly

Motive

Take over a country to control the Children

Bodyguard

Tiffany the "Thundering Worm"

Physical Size

Young

Story

Additional Locations

The Bitter Isle

Compact Fortress

Extinction Carousal

Random Events

Store explodes

Renaissance Faire Is getting confiscated

Horse Carriage Protests

Ninja Is being detained

World

Stores

Sadie's Flower in Vase Emporium

Lowe's Hat Warehouse

Owen's Wingback chair Emporium

Marquez's Oil Lamp Du jour

Traps

Acid Fog

Rune of Paralyzation of Delight

Objects

Flower in Vase that has been hollowed out

Wingback chair children's replica

Secret Hat

Hidden Falchion

Medallion of Delight

Wand of Wonder

A heavy chain runs the entire length of target’s alimentary canal

People

Name Codename Career Likes Dislikes
Ryker Lowe "One Fingers" Merchant Writers Jazz
Cameron Owen "Chunky Bagels" Mole Candy Shirts
Lorenzo Elliott Dietitian Physics Candles
Sadie Frank Chef Houses Technology
Aaliyah Marquez Plumber Bells Ice Cubes

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).