Welcome to the Pitiful & Scary Detective's Incorporated!

This week on Episode #467

The Nest of the Wooden Truck

For the Head Detective's eyes only!

Give Them Direction

Monsters
The shallow mammoth of the Wooden Truck
petite sticky Koalas of Vulnerability
Wooden Elephants
Villain Motive
Revenge
Starting Event
Adventurer's are at a location already
Random Events
A Potato Evades the law
A Toilet Ignites violently
A crying child is heard screaming
A beggar Adopts a nearby child
Local Business
Oliver's Coat of Arms Cosmetics
Jackie's Tea Pot Ventures
Simon's Plaster Bust International
Collins's Hose Supermarket

Populate the World

Criminal Contacts
Harold "italian forearms"
Jackie "meaty scars"
Donald "right Pretzels"
Bobby "Wooden Truck"
Random People
Ava Fowler
Jayce Hansen
Andrew Simon
Abraham Moody
Oliver Murphy
Jayce Collins
Valeria Porter
Tricia Moran
Descriptions
Chief Executive Officer
Restless
Human Statue
Consultant
Barber

MISC Ideas

Magical Objects
Targe of Vulnerability
Greaves of Redemption
Secret objects
Secret Coat of Arms
Plaster Bust with a False bottom
Random objects
Hose
Pair of Statues
Tea Set
Bicycle
Locations
Reef
Keep
City
Fortress
Destinations
Town of Patdeton
City of Uppingderbria

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).