The Director Welcomes You

Who is Jerry Cubicle?

#af12ee

Location

Cloudless, Cool Turkey

Time of Day

13:4

Extraction Point

52 Miles SW

Time to Complete

9 Hours

Sleuths,
As you can see you are trapped inside be locked inside of a Polluted Water Park . We almost couldn't find you — Please explain when you get back. All we know is "Two Gnome" is responsible and they sent us this message - "A stranger can be seen in the shadows at the Ghost Town". Your mission was anti-surveillance, achieve what you can.

Hopefully you still have that Angry Can Opener hidden on you.

— The Tape recorder you were holding self destructs.

The Villain Dossier

Name

Maddox Glover

Alias

"Two Gnome"

Features

5' 10"

Hazel eyes

Large moles / Right foot

Organization

The Committee of Pugilistic Cash

Emotions

Frustrated

Personality

Highly Baleful

Motive

Take over a country for revenge

Bodyguard

Jerry the "Immense Minotaur"

Physical Size

Young

Story

Additional Locations

The Thankful Crypt

Bustling City

Pleasure Forest

Random Events

Delivery Guy Is being detained

Chauvinist Is accused by the law

Butter Shipment Bounces oddly

Fairy Balances on a ledge

World

Stores

Kai's Faberge Egg Productions

Henry's Vanity Du jour

McGee's Sofa Outlet

Gray's Notebook Emporium

Traps

Rune of Paralyzation

Falling Block of Exuberance

Objects

Faberge Egg that is glowing

Sofa that is glowing

Secret Vanity

Hidden Arrows

Wrench of Exuberance

Wand of Wonder

Caster’s spellbook reeks of rotting, mildewed cloth

People

Name Codename Career Likes Dislikes
Miles Henry "All Thumbs" Merchant Lamps Jazz
Anthony McGee "Two Lox" Mole Children's Stories Bread
Grant Hunter Chief Executive Officer Glass Soup
Kai Brooks Cobbler Broccoli Acorns
Zoe Gray Demon Fire Scarves

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).