Examiners, I have sent you to approach a Expensive Crypt to look for a suspect by the name "Gross Porpoises". This mission is intelligence. Their recent activity is concerning and we need you to assassinate the target. We don't know much about their goals but we've intercepted this cryptic message – "The group finds a sword in a stone at the Seven Dead".
We're low budget this mission – I've packed a Clandestine Candle in your kit to help.
— The Messenger Pigeon you were holding self destructs.
Abigail Hartman
"Gross Porpoises"
5' 9"
Gray eyes
A second belly button / Left foot
The League of Brief Investment
Enthusiastic
Arrogantly Pre-Pubescent
Disrupt the military justice for a wrong-doing
Hal the "Scrawny Bear"
Fat
The Silly City
Overpopulated Carnival
Animosity Acropolis
Thief skins a cat with his teeth
Bear overflows
Jug of Peanut Butter Attempts to rob a bank
Midwife Is being detained
Lydia's Sofa Logistics
Hayes's Bonsai Ventures
Garner's Clamp Properties
Espinoza's Musical instrument Bureau
Poison Wall Spikes
Burning Hands of Contentment
Sofa that is glowing
Clamp children's replica
Secret Bonsai
Hidden Polearm
Stave of Contentment
Target glows with a bright, rainbow aura while moving stealthily
| Name | Codename | Career | Likes | Dislikes |
|---|---|---|---|---|
| Michelle Hayes | "Orange Toes" | Merchant | Sticks | Glass |
| Valerie Garner | "Mini Bagels" | Mole | Snowglobes | Essential Oils |
| Angel Stewart | Librarian | Attention | Chocolate | |
| Lydia Jimenez | Lawyer | Bears | Potatoes | |
| Camden Espinoza | Elder | Washing Machines | Christmas |
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
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 UpGive 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.
Characters90% 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.
RollingThis 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 MasterYour 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.
EndingNo 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).