The Director Welcomes You

Operation — Boned Ladybug

#69345b

Location

Chilly, Dry Belarus

Time of Day

11:8

Extraction Point

153 Miles SSW

Time to Complete

15 Hours

Silent Negotiators,
We need your help. Agent James George has gone missing and we believe "Green Seal" is responsible. They were last seen in Belarus at 02:05. The agent sent one final message – "A mysterious key is found on the ground at the witch's mound". Take this Delicate Toy - it was their favorite tool and might help you.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Samantha Soto

Alias

"Green Seal"

Features

5' 1"

Green eyes

A second belly button / Neck

Organization

The Department of Gigantic Power

Emotions

Scared

Personality

Always Faint

Motive

Make a lot of money to inspire a rebellion

Bodyguard

Jessica the "Damp Bear"

Physical Size

Microscopic

Story

Additional Locations

The Boned Manor

Compact Business

Animosity Shelter

Random Events

Carcass stop the party and asks questions

Ninja Crashes slowly

Crazy Man stop the party and asks questions

Demon approaches

World

Stores

Caroline's Plaster Bust Du jour

Maldonado's Wingback chair Properties

Hogan's Fruit Bowl Specialities

George's Glass Jars Specialities

Traps

Wall Blade

Box of Brown Mold of Stealth

Objects

Plaster Bust that is glowing

Fruit Bowl children's replica

Secret Wingback chair

Hidden Brass Knuckles

Cat of Stealth

Wand of Wonder

Target’s head is claimed as a sacred relic by orcs or goblins

People

Name Codename Career Likes Dislikes
Natalia Maldonado "No Pastrami's" Merchant Rabbits Gym Memberships
Daisy Hogan "White Livers" Mole Cooking Bells
Savannah Mack Chief Executive Officer Glass Technology
Caroline Davis Plumber Butterflies Cellphones
James George Athlete Bells Drinking

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).