Welcome to the Brave & Fancy Detective's Task Force!

This week on Episode #467

The Problem of the Harsh Island

For the Head Detective's eyes only!

Give Them Direction

Monsters
The grumpy Zombie of the Harsh Island
cramped Common Cockatrice of Fate
Harsh Hedgehogs
Villain Motive
Recover what is lost
Starting Event
A secret in the agency is discovered
Random Events
A Water Vessel Adopts a nearby child
A Turtle Crashes slowly
A Chicken overflows
A dozen eggs Is frozen into a block of ice
Local Business
Emily's Footlocker R Us
Harrison's Ceramic Crock Industries
Nunez's Rug Five-and-a-dime
Johnston's Spice shelf Chic Chåteau

Populate the World

Criminal Contacts
Joseph "heavy matzo balls"
Harrison "chunky knuckles"
Darnell "sharp matzo balls"
Jackie "Harsh Island"
Random People
Juliana Austin
Austin Alvarado
Annabelle Nunez
Samantha Lindsey
Emily Martinez
John Johnston
Josiah Russell
Alyssa Morales
Descriptions
Old Timer
Statistician
Veteran
Depressed
Plumber

MISC Ideas

Magical Objects
Javelins of Fate
Knife of Extinction
Secret objects
Secret Footlocker
Rug with a False bottom
Random objects
Spice shelf
Window
Wardrobe
Figurine
Locations
Lake
Villa
Spring
Forge
Destinations
Town of Bridlingderside
City of Tickstorbria

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).