Monsters |
---|
The Annoying Hyena of the Harsh Bed |
Big Contemporary Golem of Instability |
Harsh Sphinx |
Villain Motive |
Justice for a wrong-doing |
Starting Event |
---|
The commander has you meet someone somewhere |
Random Events |
A beggar Evades the law |
A Keg runs over an infant |
A store arrives in the mail |
A Procession Strikes the church bell |
Local Business |
---|
Amelia's Watch R Us |
Nicky's Figurine International |
Christensen's Figurine Factory |
Zigmont's Pan Properties |
Criminal Contacts |
---|
Charles "yellow eyes" |
Nicky "nice heels" |
jessica "silver Pretzels" |
Crystal "Harsh Bed" |
Random People |
---|
Ezra Cunningham |
Bentley Welch |
Bryson Christensen |
Elise Benson |
Amelia Carrillo |
Colton Zigmont |
Jameson Szmit |
Avery Norman |
Descriptions |
---|
Physician |
Hotel Manager |
Dog surfing instructor |
Indifferent |
Zestful |
Magical Objects |
---|
Banana of Instability |
Axe of Weakness |
Secret objects |
Secret Watch |
Figurine with a False bottom |
Random objects |
Pan |
Landscape |
Trinket |
Tea Set |
Locations |
---|
Peninsula |
Mansion |
Undead |
Stronghold |
Destinations |
Town of Rugcheslin |
City of Abingtrin Creek |
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).