Welcome to the Comical & Grumpy Detective's League!

This week on Episode #59

Who's Timid of the fat Big Cheese?

For the Head Detective's eyes only!

Give Them Direction

Monsters
The Meaty Aardvark of the Big Cheese
fat clever Hobgoblin of Happiness
Big Goblins
Villain Motive
Justice for a wrong-doing
Starting Event
The commander sends them to explore a location
Random Events
A beggar screams at the top of their lungs
A Rustler explodes
A Hoard scurries by
A Donkey Is under a curse
Local Business
Preston's Trophy Ventures
Joseph's Sofa Boutique
Payne's Lipstick Consulting
Mejia's Spice shelf Industries

Populate the World

Criminal Contacts
Daniel "indigo heels"
Joseph "cramped hearts"
Larry "silver brains"
Al "Big Cheese"
Random People
Julianna Hawkins
Londyn James
Jose Payne
Gracie Schmidt
Preston Munoz
Paige Mejia
Matteo Black
Vivian Schultz
Descriptions
Chef
Broker
Physician
Waiter
Acupuncturist

MISC Ideas

Magical Objects
File of Happiness
Soy Sauce Packet of Laughter
Secret objects
Secret Trophy
Lipstick with a False bottom
Random objects
Spice shelf
Coat of Arms
Pocket watch
Bookcase
Locations
Isle
City
Sanctuary
Business
Destinations
Town of Kilham Creek
City of Camleswich

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).