Welcome to the Noisy & Wailing Detective's Committee!

This week on Episode #955

Don't Bolt with a Engine of Pleasure

For the Head Detective's eyes only!

Give Them Direction

Monsters
The Smelly Beast of the Witty Engine
small-scale Regal Eel of Pleasure
Witty Armadillo
Villain Motive
Discovery
Starting Event
Someone comes into threatening the agency
Random Events
A Fairy Is throwing a BBQ
A Water Vessel emerges
A Bag of lemons Strikes the church bell
A Bum catches on fire
Local Business
Malachi's Pipe Factory
Nicky's Barrel Creative
Peters's Kitchen table Discount
Evans's Music Box Arcade

Populate the World

Criminal Contacts
Donald "no lemons"
Nicky "fat pinky's"
Anthony "big forearms"
Larry "Witty Engine"
Random People
Sophia Williams
Adam Harper
John Peters
Payton Cruz
Malachi Molina
Mckenzie Evans
Carter Parsons
Jasmine Christensen
Descriptions
Technician
Acupuncturist
Plumber
Counselor
Paramedic

MISC Ideas

Magical Objects
Greaves of Pleasure
Lipstick of Laughter
Secret objects
Secret Pipe
Kitchen table with a False bottom
Random objects
Music Box
Crock
Trinket
Footlocker
Locations
Villa
Tower
Pond
Carousal
Destinations
Town of Brustorcum
City of Cockpatshire

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).