Welcome to the Short & Verdant Detective's Association!

This week on Episode #361

The Army of the Massive Politician

For the Head Detective's eyes only!

Give Them Direction

Monsters
The Delicious Mermaid of the Massive Politician
modest fat Imp of Influence
Massive Spirit
Villain Motive
Leave me in peace
Starting Event
Charity Day!!!!!
Random Events
A Wedding cake meets disaster
A Odor Adopts a nearby child
A beggar explodes
A Buccaneer Strikes the church bell
Local Business
Lauren's Loveseat Bazaar
Tony's Marionette Logistics
Moore's Trophy Boutique
Patterson's Bookcase Couture

Populate the World

Criminal Contacts
Billy "slow parmigianas"
Tony "right brains"
Frankie "blue eyes"
Anthony "Massive Politician"
Random People
Callie Davis
Lyla Guzman
Joel Moore
Kylie Walker
Lauren Rivera
Oliver Patterson
Tricia Norman
Eloise Townsend
Descriptions
Psychiatrist
Elder
Engineer
Consultant
Railroad Conductor

MISC Ideas

Magical Objects
Bracer of Influence
Pen of Ruin
Secret objects
Secret Loveseat
Trophy with a False bottom
Random objects
Bookcase
Credenza
Shoe Horn
Chair
Locations
Peninsula
Suburbs
Port
Festival
Destinations
Town of Kirklington
City of Fakepatmont

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).