Welcome to the Fastidious & Grumpy Detective's Company!

This week on Episode #121

Who's Frightened of the gigantic Invisible Salami?

For the Head Detective's eyes only!

Give Them Direction

Monsters
The cuddly Sphinx of the Invisible Salami
gigantic clumsy Dwarf of Influence
Invisible Sea Lion
Villain Motive
Greed
Starting Event
Adventurer's are at a location already
Random Events
A Wanderer Catches leprosy
A Fairy Spontaneously disintegrates
A Musical is being loudly arrested
A Mutant Calls menacingly
Local Business
Willow's Credenza Bureau
Prince's Sink Factory
McBride's Portrait Supermarket
Figueroa's Crate LTD.

Populate the World

Criminal Contacts
Jerry "Tough ribs"
Prince "sharp hot Dogs"
Terry "stiff hands"
Jerry "Invisible Salami"
Random People
Christopher Sanders
Joel Tran
Aubree McBride
Gracie Nichols
Willow James
Axel Figueroa
Luca Page
Presley Lopez
Descriptions
Police Officer
Zestful
Acupuncturist
Weakened
Elevator Mechanic

MISC Ideas

Magical Objects
Blowgun of Influence
Lighter of Influence
Secret objects
Secret Credenza
Portrait with a False bottom
Random objects
Crate
Glass Jars
Grandfather Clock
Stool
Locations
Borough
City
Shelter
Carousal
Destinations
Town of Worthmelland
City of Kenold Creek

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).