The Director Welcomes You

The Usefully Annoying Agent

#77f5c3

Location

Gorgeous, Rainy Algeria

Time of Day

13:30

Extraction Point

192 Miles N

Time to Complete

13 Hours

Snoopers,
As you can see you are trapped inside the top of a Overpopulated Labratory . We almost couldn't find you — Please explain when you get back. All we know is "White Porpoises" is responsible and they sent us this message - "Distant sounds of screaming at the Ghost Town". Your mission was clandestine, achieve what you can.

Hopefully you still have that Robotic Hot Glue Gun hidden on you.

— The iPod you were holding self destructs.

The Villain Dossier

Name

Stella Howell

Alias

"White Porpoises"

Features

6' 8"

Gray eyes

Large moles / Left leg

Organization

The Commission of Boiling Cemetery

Emotions

Hurt

Personality

Usefully Flabby

Motive

Make a lot of money for a love interest

Bodyguard

Jessica the "Rabid Orcs"

Physical Size

Tremendous

Story

Additional Locations

The Annoying Pond

Crowded Isle

Well-being Villa

Random Events

Cookie runs over an infant

Goblet Balances on a ledge

Rustler runs over an infant

Bear Is throwing a protest

World

Stores

Ashley's Sofa Creative

Gallagher's Pocket watch Technologies

West's Landscape Beauty Stop

Ramsey's Bureau Technologies

Traps

Blade Barrier

Ray of Sickness of Irritation

Objects

Sofa made of heavy metal

Landscape children's replica

Secret Pocket watch

Hidden Boomerang

Hammers of Irritation

Wand of Wonder

Caster is wearing roller skates

People

Name Codename Career Likes Dislikes
Kevin Gallagher "Indigo Arms" Merchant Boxes Sharp Things
Anna West "Nice Ankles" Mole Video Games Fire
Leo Hubbard Meteorologist Shirts Flashlights
Ashley Acosta Surgeon Soda Glass
Wesley Ramsey Flirty Cousins Flowers

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).