Welcome to the Spicy & Heavy Detective's Society!

This week on Episode #312

The Ugliest Charade of Ol' Incalculable Galley

For the Head Detective's eyes only!

Give Them Direction

Monsters
The cuddly Elves of the Ugliest Galley
minuscule Chilly Bull of Fire
Ugliest Gargoyle
Villain Motive
Persecution
Starting Event
The Adventurer's are taken somewhere against their will
Random Events
A Potato arrives in the mail
A Feminist Is getting confiscated
A Diary strikes the ground
A Reindeer is robbed
Local Business
Bella's Mirror Worldwide
Al's Marionette Brothers
Moss's Window Mall
Fleming's Oil Lamp Supermarket

Populate the World

Criminal Contacts
Larry "Left fingers"
Al "yellow bones"
Tiffany "orange noses"
Prince "Ugliest Galley"
Random People
Abel Jones
Eric Fischer
Jonah Moss
Raelynn Schmidt
Bella Leonard
Emmanuel Fleming
Everett Santiago
Bryson Rhodes
Descriptions
Demon
Veterinarian
Professional Cuddler
Firefighter
Mechanic

MISC Ideas

Magical Objects
Handcuffs of Fire
Gauntlet of Dark
Secret objects
Secret Mirror
Window with a False bottom
Random objects
Oil Lamp
Stamp Set
Globe
Workbench
Locations
Peninsula
Masquerade
Circus
Citadel
Destinations
Town of Eastlingmont
City of Hawkpatville

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).