Welcome to the Loud & Fit Detective's Gang!

This week on Episode #135

Don't Muddle with a Pelican of Redemption

For the Head Detective's eyes only!

Give Them Direction

Monsters
The mushy Owlman of the Elevated Pelican
microscopic Sadistic Lion of Redemption
Elevated Merfolk
Villain Motive
Rebellion
Starting Event
The Adventurer's are taken somewhere against their will
Random Events
A German trench club Is getting confiscated
A Dancer Protests
A Bum is loose
A Donkey Skips merrily
Local Business
Alan's Suit of armor Logistics
Jerry's Grandfather Clock Du jour
Zigmont's Taxidermy animal Properties
Ball's Wingback chair Logistics

Populate the World

Criminal Contacts
Jerry "violet heels"
Jerry "fast livers"
Al "three pinky's"
Jimmy "Elevated Pelican"
Random People
Zoe Gardner
Presley Hamilton
Leah Zigmont
Lyla Ellis
Alan Wagner
Trinity Ball
Maverick Waters
Austin Watts
Descriptions
Headhunter
Angry
Hotel Manager
Demon
Spirit

MISC Ideas

Magical Objects
Chewing Gum of Redemption
Shoe of Ruin
Secret objects
Secret Suit of armor
Taxidermy animal with a False bottom
Random objects
Wingback chair
Fireplace
End Table
Loveseat
Locations
Fortress
Business
Arcade
Fort
Destinations
Town of Earfordchester
City of Buntrinmire

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).