Welcome to the Boiled & Feisty Detective's Bureau!

This week on Episode #496

The Nutritious Hunt of Ol' Sore Noise

For the Head Detective's eyes only!

Give Them Direction

Monsters
The rainy Basilisk of the Nutritious Noise
petite Shrill Rhinoceroses of Death
Nutritious potato
Villain Motive
Search for knowledge
Starting Event
Someone is already inside the agency
Random Events
A Buccaneer Bursts loudly
A crying child gathers near a point of interest
A Bum Bounces oddly
A Bum Is accused by the law
Local Business
Kaleb's Barrel International
Tiffany's Counter Labs
Garza's Pocket watch & Sons
Marsh's Quill and Ink Specialities

Populate the World

Criminal Contacts
Timmy "italian elbows"
Tiffany "gross matzo balls"
Roberto "stiff muscles"
Anthony "Nutritious Noise"
Random People
Chloe Mueller
Laila Gardner
Axel Garza
Parker Lee
Kaleb Howard
Adeline Marsh
Bryson Foster
James Vaughn
Descriptions
Frustrated
Plumber
Envious
Talent agent
Weakened

MISC Ideas

Magical Objects
Hatchet of Death
Credit Card of Exuberance
Secret objects
Secret Barrel
Pocket watch with a False bottom
Random objects
Quill and Ink
Pocket watch
Lamp
Satchel
Locations
Arcade
Chateau
Peninsula
Castle
Destinations
Town of Honpat Springs
City of Amlinglington

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).