The Director Welcomes You

Collective Royale

#6a1401

Location

Cloudy, Bright Philippines

Time of Day

15:40

Extraction Point

156 Miles NE

Time to Complete

11 Hours

Silent Negotiators,
This week should be easy. You are delivering a Plaster Bust children's replica. Get to Philippines at 18:21

Good Luck.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Aubrey Adams

Alias

"Quiet Mongoose"

Features

5' 2"

Amber eyes

Faint curved scar / Left leg

Organization

The Unit of Constipated Ice

Emotions

Insulted

Personality

Kindheartedly Squirrelly

Motive

Make a lot of money for fear of the heroes

Bodyguard

Prince the "Old Rhinoceroses"

Physical Size

Shrimpy

Story

Additional Locations

The Wet Spring

Ancient Reef

Destruction City

Random Events

Deadbeat meets disaster

Meteor Balances on a ledge

Baker is being loudly arrested

Mutant Salutes the adventurers

World

Stores

Charlie's Plaster Bust Collective

Hanson's Rubber Plant Labs

Stone's Basket Wardrobe

Matthews's Stairwell Productions

Traps

Fire

Burning Hands of Doom

Objects

Plaster Bust children's replica

Basket made of heavy metal

Secret Rubber Plant

Hidden Chewing Gum

Spear of Doom

Wand of Wonder

Undead recognize the target as one of their own

People

Name Codename Career Likes Dislikes
Josiah Hanson "Dull Spleens" Merchant Music Sponges
Laila Stone "Dull Bagels" Mole Paper Chalk
Molly Nichols Artist Photography Bread
Charlie Morris The Body Video Games Drinking
Connor Matthews Dentist Writers Music

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).