The Director Welcomes You

World, Pole, Cake, Spy.

#7b4c7e

Location

Cool, Warm Kuwait

Time of Day

6:52

Extraction Point

72 Miles N

Time to Complete

24 Hours

Agents,
We need your help. Agent Fiona Mendez has gone missing and we believe "Mad Hobgoblin" is responsible. They were last seen in Kuwait at 16:17. The agent sent one final message – "A mysterious key is found on the ground at the Music Store". Take this Soft Watch - it was their favorite tool and might help you.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Angel Hanson

Alias

"Mad Hobgoblin"

Features

7' 9"

Red eyes

Faint curved scar / Right eye

Organization

The Sorority of Embarrassed Cake

Emotions

Preoccupied

Personality

Naturally Loud

Motive

Disrupt the military out of desperation

Bodyguard

Billy the "Jealous Gnome"

Physical Size

Elder

Story

Additional Locations

The Tragic Suburbs

Polluted Isle

Extermination Carousal

Random Events

Bum Is accused by the law

Nomad Is getting confiscated

Robber explodes

Cookie scurries by

World

Stores

Ximena's Picture Frame Closet

Ryan's Footlocker Little shop

King's Doorway Outlet

Mendez's Candle Unlimited

Traps

Ghoul Touch

Collapsing Column of Extermination

Objects

Picture Frame made of heavy metal

Doorway children's replica

Secret Footlocker

Hidden Gauntlet

Javelins of Extermination

Wand of Wonder

Triumphant fanfare fills the air for 1d6 turns

People

Name Codename Career Likes Dislikes
Dean Ryan "Green Eyes" Merchant Slippers Rocks
Ethan King "Red Forearms" Mole Soap Rabbits
Gavin White Teacher Tissues Essential Oils
Ximena Salazar Talent agent Bells Death
Fiona Mendez Zestful Soccer 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).