The Director Welcomes You

Who is Larry Star?

#4c7ae2

Location

Cloudy, Icy Thailand

Time of Day

8:45

Extraction Point

56 Miles SSW

Time to Complete

19 Hours

Shadows,
We need your help. Agent Jace Bishop has gone missing and we believe "Left Imp" is responsible. They were last seen in Thailand at 24:15. The agent sent one final message – "An object nearby starts bleeding at the Big Momma". Take this Soft Guitar - it was their favorite tool and might help you.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Aaliyah Brown

Alias

"Left Imp"

Features

6' 5"

Green eyes

Large deep scar / Right thumb

Organization

The Company of Common Earthquake

Emotions

Joyful

Personality

Angrily Boiling

Motive

Take over a government justice for a wrong-doing

Bodyguard

Larry the "Mushy Normal Guy"

Physical Size

Microscopic

Story

Additional Locations

The Robust Forge

Abandoned Creek

Fragility Mansion

Random Events

Procession Bounces oddly

Keg Is being kidnapped

Bag of Flour Bounces oddly

Crow overflows

World

Stores

Isabel's Trophy Threads

Knight's Pan Atelier

Lloyd's Mirror Productions

Bishop's Doorway Hole

Traps

Acid Fog

Hail of Needles of Endownment

Objects

Trophy that has been hollowed out

Mirror that is glowing

Secret Pan

Hidden Arrows

Necklace of Endownment

Wand of Wonder

Target feels as though he’s having teeth extracted

People

Name Codename Career Likes Dislikes
Raelynn Knight "Golden Falafels" Merchant Trees Tea
Alaina Lloyd "Italian Pastrami's" Mole Octopus Shirts
Eli Martin Cleaner Plushies Dolphins
Isabel Munoz Hairdresser Painting Clocks
Jace Bishop Electrician Flashlights Jigsaw Puzzles

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).