The Director Welcomes You

Operation — Rotten Lubricant

#93a5f9

Location

Balmy, Breezy Maldives

Time of Day

7:48

Extraction Point

128 Miles SSE

Time to Complete

8 Hours

Shadows,
It seems "Yellow potato" has gone level 2. They have been broadcasting this message "A shadow passes at the Three Fingers". We need you to eliminate them, Tightly. Their last known location was recorded at 01:15. You have a Light Stapler as a last resort. Use carefully.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Kaleb Miles

Alias

"Yellow potato"

Features

5' 2"

Blue eyes

Large moles / Right middle finger

Organization

The Fraternity of Attractive World

Emotions

Regretful

Personality

Tightly Girthy

Motive

Take over a country for revenge

Bodyguard

Tiffany the "Childish Leprechaun"

Physical Size

Tremendous

Story

Additional Locations

The Rotten Pond

Bustling Tower

Silence Lodge

Random Events

Diary emerges

Goblet meets disaster

Vegetable Spontaneously disintegrates

Cookie Lunges at the group

World

Stores

Joshua's Pipe Wardrobe

Mack's Flower in Vase Du jour

Ray's Painting Wardrobe

Goodman's Spice shelf Group

Traps

Collapsing Column

Hail of Needles of Downfall

Objects

Pipe children's replica

Painting that has been hollowed out

Secret Flower in Vase

Hidden Glasses

Wrench of Downfall

Wand of Wonder

Before each spell, caster must speak ill of a good friend

People

Name Codename Career Likes Dislikes
Violet Mack "Green Ribs" Merchant Glitter Contracts
Adalyn Ray "Little Livers" Mole Socks Sun Glasses
Ryder Wise Old Timer Doors Harmonica
Joshua Yates Barber Deodorant Jigsaw Puzzles
Aurora Goodman Accountant Stickers Sticky Notes

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).