The Director Welcomes You

The Gun Laughter Protocol

#918414

Location

Cloudless, Warm Sweden

Time of Day

24:38

Extraction Point

115 Miles NE

Time to Complete

13 Hours

Eyeballs,
It seems "White Anteaters" has gone level 6. They have been broadcasting this message "Clouds develop quickly at the Old battlefield". We need you to eliminate them, Zestily. Their last known location was recorded at 22:16. You have a Evil Battery as a last resort. Use carefully.

— The Tinder Date you were holding self destructs.

The Villain Dossier

Name

Xander Collins

Alias

"White Anteaters"

Features

4' 3"

Amber eyes

Small mole / Crotch

Organization

The Brotherhood of Holy Kitten

Emotions

Guilty

Personality

Zestily Vast

Motive

Make a lot of money to cause catastrophe

Bodyguard

Jessica the "Mushy Bigfoot"

Physical Size

Cramped

Story

Additional Locations

The Jagged Masquerade

Rundown Shelter

Imperfection Manor

Random Events

Rhapsody Is under a curse

Meteor gathers near a point of interest

Crazy Man is robbed

Rhapsody Is being detained

World

Stores

Eva's Vanity Convenience store

Rhodes's Pedestal Factory

Zimmerman's Statue Properties

Terry's Taxidermy animal Hole

Traps

Chain Lightning

Lightning Bolt of Laughter

Objects

Vanity made of heavy metal

Statue with a False bottom

Secret Pedestal

Hidden Banana

Morning Star of Laughter

Wand of Wonder

Target and the next person he attacks teleport 1d4 miles away

People

Name Codename Career Likes Dislikes
Maya Rhodes "Wild Arms" Merchant Lamps Sharks
Vivian Zimmerman "Gross Muscles" Mole Hamsters Acorns
Maria Sparks Hairdresser Socks Toilets
Eva Sanchez Envious Stickers Essential Oils
Robin Terry Flirty Television Glitter

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).