The Director Welcomes You

The Battery Pleasure Incident

#58ff6a

Location

Stormy, Cloudy Kazakhstan

Time of Day

24:30

Extraction Point

119 Miles SSW

Time to Complete

43 Hours

Undercover Emissaries,
This week should be easy. You are delivering a Figurine that has been hollowed out. Get to Kazakhstan at 12:04

Good Luck.

— The Burner Phone you were holding self destructs.

The Villain Dossier

Name

Eden Lopez

Alias

"Green Goblins"

Features

4' 1"

Green eyes

Large deep scar / Left foot

Organization

The Fraternity of Spoiled Crush

Emotions

Grumpy

Personality

Successfully Elevated

Motive

Take over a country for fear of the heroes

Bodyguard

Johnny the "Dirty Mermaid"

Physical Size

Mini

Story

Additional Locations

The Clacking City

Deserted Reef

Joy Citadel

Random Events

Dracula stop the party and asks questions

Corncob is being loudly arrested

Ninja Protests

Amulet Becomes wounded

World

Stores

Sarah's Figurine Mall

Pham's Vase Technologies

Lawson's Toolbox Outlet

Lewis's Bell Beauty Stop

Traps

Acid Arrow

Symbol of Hypnosis of Pleasure

Objects

Figurine that has been hollowed out

Toolbox that has been hollowed out

Secret Vase

Hidden Lighter

Gauntlet of Pleasure

Wand of Wonder

Any Abjurations currently affecting the caster are Dispelled

People

Name Codename Career Likes Dislikes
Patrick Pham "Quiet Lox" Merchant Soda Chili
Callie Lawson "Chunky Forearms" Mole Plushies Socks
Elias Gordon Mechanic Sharp Things Dolphins
Sarah Moore Cleaner Children's Stories Lions
Isabel Lewis Judge Flowers Rocks

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).