The Director Welcomes You

Trade, Soiree, Head, Spy.

#920d20

Location

Bright, Rainy Russia

Time of Day

22:39

Extraction Point

94 Miles S

Time to Complete

16 Hours

Operatives,
This week should be easy. You are delivering a Loveseat with a False bottom. Get to Russia at 20:07

Good Luck.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Daisy Ramos

Alias

"Short giant"

Features

6' 9"

Green eyes

Large deep scar / Left foot

Organization

The Council of Lively Head

Emotions

Preoccupied

Personality

Dearly Disgusting

Motive

Take over a government for scientific discovery

Bodyguard

Bobby the "Bitter Sea Lion"

Physical Size

Narrow

Story

Additional Locations

The Hot City

Abandoned Barn Dance

Endownment Forest

Random Events

Goblet Catches leprosy

Swarm of Bees Is throwing a protest

Carcass Is throwing a BBQ

Pine Branch is being loudly arrested

World

Stores

Jaxson's Loveseat Factory

Gordon's Hose International

Watson's Quill and Ink Chic Chåteau

Chambers's Faberge Egg Warehouse

Traps

Portcullis

Flame Strike of Cheer

Objects

Loveseat with a False bottom

Quill and Ink that is glowing

Secret Hose

Hidden Lighter

Soy Sauce Packet of Cheer

Wand of Wonder

Caster can endure normal fire one round per point of Constitution

People

Name Codename Career Likes Dislikes
Elias Gordon "Casual Brains" Merchant Soap Horses
Ethan Watson "Silver Churros" Mole Chocolate Christmas
Sydney Farmer Scientist Water Paperclips
Jaxson Todd Actor Sponges Balloons
Rose Chambers Barber Chili 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).