The Director Welcomes You

The Increase Virtue Incident

#2c67c6

Location

Mild, Wet Guatemala

Time of Day

10:30

Extraction Point

61 Miles SSE

Time to Complete

19 Hours

Investigators,
It seems "Violet Worm" has gone level 9. They have been broadcasting this message "Distant sounds of screaming at the Tempest". We need you to eliminate them, Wonderfully. Their last known location was recorded at 11:21. You have a Soft Umbrella as a last resort. Use carefully.

— The CD player you were holding self destructs.

The Villain Dossier

Name

Brooklyn Greene

Alias

"Violet Worm"

Features

4' 3"

Red eyes

A second belly button / Right foot

Organization

The Guild of Salmon Zebra

Emotions

Delighted

Personality

Wonderfully Helpless

Motive

Take over a country out of greed

Bodyguard

Jerry the "Sovereign Aardvark"

Physical Size

Fat

Story

Additional Locations

The Warm Palace

Desolate Forge

Excitement Manor

Random Events

Crowd Is being kidnapped

Building is heard screaming

Beggar scurries by

Baker Gets their hand chopped off

World

Stores

Jasper's Sofa International

Russell's Rubber Plant Arcade

West's Diary Emporium

Howell's Ceramic Crock Brothers

Traps

Ceiling Pendulum

Water-Filled Room of Virtue

Objects

Sofa children's replica

Diary that is glowing

Secret Rubber Plant

Hidden Sling

Nipple Clamp of Virtue

Wand of Wonder

Caster distrusts other members of his race

People

Name Codename Career Likes Dislikes
Raelynn Russell "Silver Eyes" Merchant Sharp Things Syrup
Willow West "Meaty Feet" Mole Sticky Notes Pillows
Eloise Rice Townsfolk Cats Broccoli
Jasper Singh Statistician Limes Money
Jacob Howell Paramedic Quartz Crystals Easter

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).