Welcome to the Tiny & Heavy Detective's Department!

This week on Episode #841

At Supper With a Annoying Jail Phantasm

For the Head Detective's eyes only!

Give Them Direction

Monsters
The powerful Horse of the Annoying Jail
scanty Hirsute Bat of Freshness
Annoying Pheonix
Villain Motive
Control the Children
Starting Event
Something mysterious happens outside
Random Events
A Odor Attempts to rob a bank
A Hoard is loose
A Hound Crashes slowly
A Reindeer Is accused by the law
Local Business
Isaiah's Large book Unlimited
Harrison's Shelf of alcohol Beauty Stop
Guerrero's Wingback chair International
Schwartz's Flower in Vase Group

Populate the World

Criminal Contacts
Prince "four throats"
Harrison "obese bones"
Roberto "bullet muscles"
Randy "Annoying Jail"
Random People
Lucia Evans
Brody Diaz
Natalie Guerrero
Levi Bowman
Isaiah Myers
Jack Schwartz
Jaxon Castro
Hazel Frank
Descriptions
Exhilarated
Chief Executive Officer
Waiter
The Body
Actor

MISC Ideas

Magical Objects
Bracer of Freshness
Diary of Calming
Secret objects
Secret Large book
Wingback chair with a False bottom
Random objects
Flower in Vase
Flowers Growing
Cabinet
Basket
Locations
Lodge
Carnival
Tower
Borough
Destinations
Town of Midkenmire
City of Blackchesterwich

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).