The Director Welcomes You

The Questionably Big Agent

#f60fa8

Location

Gloomy, Dry Indonesia

Time of Day

14:56

Extraction Point

141 Miles NWW

Time to Complete

41 Hours

Informants,
It seems "Stiff Dwarf" has gone level 7. They have been broadcasting this message "A white horse dashes past at the Where grass will not grow". We need you to eliminate them, Questionably. Their last known location was recorded at 08:13. You have a Robotic Pencil as a last resort. Use carefully.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Logan Berry

Alias

"Stiff Dwarf"

Features

6' 10"

Amber eyes

Large moles / Right thumb

Organization

The Task Force of Narrow Battle

Emotions

Dreading

Personality

Questionably Defamatory

Motive

Disrupt the military for revenge

Bodyguard

Billy the "Obtuse Worm"

Physical Size

Lanky

Story

Additional Locations

The Big Mansion

Compact Tower

Cleanliness Carnival

Random Events

Tramp Lunges at the group

Diary Calls menacingly

Fairy Protests

Demon emerges

World

Stores

Layla's Coat of Arms Boutique

Bell's Clamp Creative

McCoy's Flower in Vase Mall

Pierce's Shoe Horn Couture

Traps

Dropping Ceiling

Crushing Room of Oblivion

Objects

Coat of Arms children's replica

Flower in Vase that is glowing

Secret Clamp

Hidden Magazine

Dagger of Oblivion

Wand of Wonder

When caster next uses magic, any gold he’s carrying vanishes

People

Name Codename Career Likes Dislikes
Anthony Bell "Slow Ribs" Merchant Trucks Socks
Max McCoy "Nice Scars" Mole Technology Soup
Ashton Russell Broker Eggs Eggs
Layla Moreno Frazzled Basketball Pillows
Violet Pierce Graphic Designer Bread Technology

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).