The Director Welcomes You

Creative Royale

#6504cb

Location

Cloudy, Cloudless Ireland

Time of Day

3:53

Extraction Point

172 Miles E

Time to Complete

41 Hours

Eyeballs,
This week should be easy. You are delivering a Basket with a False bottom. Get to Ireland at 16:11

Good Luck.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Matthew Contreras

Alias

"Heavy gorgon"

Features

6' 3"

Red eyes

Large deep scar / Right eye

Organization

The Community of Long Voyage

Emotions

Contempt

Personality

Rigidly Damaged

Motive

Take over a country to be left alone

Bodyguard

Jimmy the "Weak Sphinx"

Physical Size

Miniature

Story

Additional Locations

The Little Island

Bustling Jungle

Bitterness Manor

Random Events

Odor is heard screaming

Crazy Man drops from the sky

Butter Shipment runs over an infant

Swarm of Bees grabs a lady's purse

World

Stores

Ivy's Basket Creative

Mack's Doorway Wardrobe

Ellis's Glass Jars Factory

Harris's Bed Outlet

Traps

Ghoul Touch

Poison Wall Spikes of Weakness

Objects

Basket with a False bottom

Glass Jars made of heavy metal

Secret Doorway

Hidden Polearm

Gauntlet of Weakness

Wand of Wonder

Next potion imbibed by caster turns his skin permanently orange

People

Name Codename Career Likes Dislikes
Aaliyah Mack "Tough Hot Dogs" Merchant Singing Technology
Stella Ellis "King Livers" Mole Candy Acorns
Braxton Fowler Mechanic Soccer Coffee
Ivy Watkins Demon Balloons Water
Kayla Harris Ghost Honey Doors

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).