The Director Welcomes You

Strawberry, Brunch, The Pope, Spy.

#9a72e8

Location

Cloudless, Dark Zambia

Time of Day

14:18

Extraction Point

127 Miles NEE

Time to Complete

46 Hours

Shadows,
We need your help. Agent Diego Page has gone missing and we believe "Silver Humanoid" is responsible. They were last seen in Zambia at 03:07. The agent sent one final message – "A shrine is nearby at the Grove of Weeping Willows". Take this Sharp Watch - it was their favorite tool and might help you.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Joshua Wells

Alias

"Silver Humanoid"

Features

4' 10"

Amber eyes

Large moles / Left arm

Organization

The Authority of Sour The Pope

Emotions

Happy

Personality

Yawningly Many

Motive

Take over a country for revenge

Bodyguard

Billy the "Loose Worm"

Physical Size

Shrimpy

Story

Additional Locations

The Angry City

Desolate Sanctuary

Cheer Business

Random Events

Lactose Intolerance is heard screaming

Rhapsody Protests

Dracula Ignites violently

Bottle of Soy Sauce Is hurled at the adventurers

World

Stores

Lydia's Hose Market

Fernandez's Mantle Chic Chåteau

Guerrero's Diary Closet

Page's Hat Arcade

Traps

Suspicious door with lock

Wall Blade of Violence

Objects

Hose with a False bottom

Diary that is glowing

Secret Mantle

Hidden Helmet

Boomerang of Violence

Wand of Wonder

One of target’s legs and one of his arms shrink by 50%

People

Name Codename Career Likes Dislikes
Adaline Fernandez "Fast Forearms" Merchant Video Games Ice Cubes
Kennedy Guerrero "Junior Churros" Mole Chickens Deodorant
Alexander Marshall Physician Deodorant Sticks
Lydia Brooks Meteorologist Stickers Comic Books
Diego Page Surgeon Dice Plushies

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).