The Director Welcomes You

Who is Peter Mommy?

#b48430

Location

Overcast, Balmy Mongolia

Time of Day

24:51

Extraction Point

147 Miles NW

Time to Complete

37 Hours

Agents,
This week should be easy. You are delivering a Lamp made of heavy metal. Get to Mongolia at 08:00

Good Luck.

— The Microsoft Zune you were holding self destructs.

The Villain Dossier

Name

Presley Flynn

Alias

"Sharp Bat"

Features

7' 3"

Heterochromia eyes

Large moles / Right foot

Organization

The Division of Chipper Cat

Emotions

Indifferent

Personality

Wildly Colossal

Motive

Make a lot of money to lust for power

Bodyguard

Peter the "Prickly Mutants"

Physical Size

Fat

Story

Additional Locations

The Massive Reef

Pitch Black Mansion

Violence Forest

Random Events

Vagrant stop the party and asks questions

Demon Catches leprosy

Woman Gets their hand chopped off

Dancer is loose

World

Stores

Catherine's Lamp Outlet

Douglas's Tea Set Arcade

Burgess's Glass Jars Brothers

Reeves's Pipe Bureau

Traps

Tripping Chain

Flame Strike of Demise

Objects

Lamp made of heavy metal

Glass Jars that is glowing

Secret Tea Set

Hidden Targe

Key of Demise

Wand of Wonder

After each spell, caster’s hands steam wildly

People

Name Codename Career Likes Dislikes
Guy Douglas "Orange Pinky's" Merchant Books Chalk
Noah Burgess "King Eyes" Mole Acorns Sun Glasses
Aubrey Chavez Technician Paper Cats
Catherine Cohen Farmer Cousins Flashlights
Cecilia Reeves Flirty Paper 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).