| Monsters |
|---|
| The Evasive Lion of the Squirrelly Bubble |
| fat panicky Porpoises of Silence |
| Squirrelly Turtle |
| Villain Motive |
| Jealousy |
| Starting Event |
|---|
| Someone comes into the agency looking for help |
| Random Events |
| A Leopard Skips merrily |
| A Thief Protests |
| A husband Ignites violently |
| A Carcass Pulls on the coat tails of one of the adventurers |
| Local Business |
|---|
| Landon's Creeping Vines Chic Chåteau |
| jessica's Bonsai Creative |
| Fernandez's Spice shelf LTD. |
| McCarthy's Coat of Arms Online |
| Criminal Contacts |
|---|
| Jerry "casual spleens" |
| jessica "black waffles" |
| Chuckie "blue hearts" |
| Charles "Squirrelly Bubble" |
| Random People |
|---|
| Jeremiah Higgins |
| Paige McCoy |
| Paige Fernandez |
| Eva Collins |
| Landon Hart |
| Giovanni McCarthy |
| Sherri Holt |
| Diego Carlson |
| Descriptions |
|---|
| Envious |
| Indifferent |
| Old Man |
| Technician |
| Journalist |
| Magical Objects |
|---|
| Sticks of Silence |
| Mace of Passion |
| Secret objects |
| Secret Creeping Vines |
| Spice shelf with a False bottom |
| Random objects |
| Coat of Arms |
| Medallion |
| Goblet |
| Staircase |
| Locations |
|---|
| Castle |
| World |
| Maze |
| Carnival |
| Destinations |
| Town of Hatcons kingdom |
| City of Vinchesterstead |
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.
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.
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.
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.
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.
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).