The Director Welcomes You

The Innocently Sweet Agent

#6e37e5

Location

Stormy, Miserable Sao Tome and Principe

Time of Day

9:44

Extraction Point

136 Miles SEE

Time to Complete

13 Hours

Shadows,
As you can see you are trapped inside the outside of a Ancient Masquerade . We almost couldn't find you — Please explain when you get back. All we know is "Dull Bull" is responsible and they sent us this message - "A stranger can be seen in the shadows at the Garden of Bears". Your mission was black ops, achieve what you can.

Hopefully you still have that Glowing Hammock hidden on you.

— The Messenger Pigeon you were holding self destructs.

The Villain Dossier

Name

Reese James

Alias

"Dull Bull"

Features

4' 5"

Green eyes

Stretch Marks / Right arm

Organization

The Firm of Elegant Tattoo

Emotions

Relaxed

Personality

Innocently Immense

Motive

Disrupt the military to better Humanity

Bodyguard

Bobby the "Obtuse Basilisk"

Physical Size

Insignificant

Story

Additional Locations

The Sweet City

Compact City

Fire Circus

Random Events

Amulet Is being kidnapped

Delivery Guy Evades the law

Hound emerges

Storm Calls menacingly

World

Stores

Everly's Wardrobe Chic Chåteau

Todd's Basket Creative

Doyle's Glass Jars Cosmetics

McDonald's Pedestal Emporium

Traps

Ghoul Touch

Acid Arrow of Passion

Objects

Wardrobe that is glowing

Glass Jars with a False bottom

Secret Basket

Hidden Boiled Leather

Soy Sauce Packet of Passion

Wand of Wonder

When caster next enters his home, his bed combusts violently

People

Name Codename Career Likes Dislikes
Oscar Todd "Dull Feet" Merchant Socks Sun Glasses
Anastasia Doyle "Bullet Parmigianas" Mole Honey Sticky Notes
Isabel Burke Hotel Manager Tissues Washing Machines
Everly Cole Teacher Potatoes Bears
Adrian McDonald Engineer Death Christmas

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).