The Director Welcomes You

Operation — Broken Family

#09913c

Location

Gloomy, Wet Peru

Time of Day

1:43

Extraction Point

94 Miles SWW

Time to Complete

14 Hours

Undercover Emissaries,
As you can see you are trapped inside the outside of a Compact Jungle . We almost couldn't find you — Please explain when you get back. All we know is "Big Imp" is responsible and they sent us this message - "The group finds a random cow at the Big Momma". Your mission was intelligence, achieve what you can.

Hopefully you still have that Beautiful Binocular hidden on you.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Jesus Bradley

Alias

"Big Imp"

Features

4' 11"

Hazel eyes

Small mole / Left leg

Organization

The Fraternity of Magnificent Skin

Emotions

Hateful

Personality

Restfully Polite

Motive

Disrupt the military to lead a mutiny

Bodyguard

Johnny the "Old Chimera"

Physical Size

Microscopic

Story

Additional Locations

The Broken Shelter

Polluted Crypt

Extinction Circus

Random Events

Toilet Is being kidnapped

Gypsy Is under a curse

Milk Shipment Evades the law

Thief emerges

World

Stores

Sophie's Hose Industries

Lynch's Portrait Factory

Kelley's Fire poker set Convenience store

Richards's Ceramic Crock Creative

Traps

Portcullis

Ghoul Touch of Darkness

Objects

Hose that has been hollowed out

Fire poker set made of heavy metal

Secret Portrait

Hidden Cat

Sling of Darkness

Wand of Wonder

Target can write but not speak or read 1d6 additional languages

People

Name Codename Career Likes Dislikes
Nicole Lynch "Golden Cheesecakes" Merchant Hamsters Broccoli
Elise Kelley "Two Toes" Mole Cooking Cousins
Gabriella Rojas Soul Eggs Chocolate
Sophie Nguyen Broker Paper Bells
Hazel Richards Intoxicated Cookies Jazz

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).