Welcome to the Fried & Noisy Detective's Agency!

This week on Episode #375

The Gang of the Fierce Language

For the Head Detective's eyes only!

Give Them Direction

Monsters
The Sinful Mutants of the Fierce Language
miniature Surrogate Pegasus of Grave Consequences
Fierce Opossums
Villain Motive
Rivalry
Starting Event
The commander sends them to explore a location
Random Events
A Baker emerges
A Feminist Becomes wounded
A dozen eggs Is throwing a BBQ
A Diary Bursts loudly
Local Business
Jude's Footlocker International
Chuckie's Watch Market
Garrett's Mural Logistics
Simon's Tapestry Group

Populate the World

Criminal Contacts
Donald "meaty toes"
Chuckie "no muscles"
Randy "black scars"
Nicky "Fierce Language"
Random People
Ezra White
Angel Parks
Xander Garrett
Avery Gallagher
Jude Cole
Jesse Simon
Luke Lucas
Ella Singh
Descriptions
Cranky
Acupuncturist
Optimistic
Cranky
Scientist

MISC Ideas

Magical Objects
Knife of Grave Consequences
Pants of Excitement
Secret objects
Secret Footlocker
Mural with a False bottom
Random objects
Tapestry
Butter Churner
Candle
Mantle
Locations
Lake
Citadel
Maze
Arcade
Destinations
Town of Chulmerleymire
City of Cogmelland

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).