Welcome to the Important & Tertiary Detective's Club!

This week on Episode #523

Don't Buy with a Thimble of Fatality

For the Head Detective's eyes only!

Give Them Direction

Monsters
The huge The Grim Reaper of the Wither Thimble
vast Regal Hyena of Fatality
Wither Unicorn
Villain Motive
Leave me in peace
Starting Event
Everyone show's up with the same affliction
Random Events
A Carcass Is frozen into a block of ice
A Corncob runs over an infant
A gypsy Is under a curse
A Deadbeat screams at the top of their lungs
Local Business
George's Kitchen knife Technologies
Darnell's Spare brick Solutions
Cunningham's Candle Productions
Sims's Glass Jars Collective

Populate the World

Criminal Contacts
Randy "meaty ankles"
Darnell "junior cheesecakes"
Christopher "heavy tongues"
Juan "Wither Thimble"
Random People
Eva Porter
Jude Warren
Payton Cunningham
Emerson Lang
George Cohen
David Sims
Mila Love
Reese Boyd
Descriptions
Zestful
Electrician
Police Officer
Optimistic
Art Therapist

MISC Ideas

Magical Objects
Scimitar of Fatality
Wrench of Virtue
Secret objects
Secret Kitchen knife
Candle with a False bottom
Random objects
Glass Jars
Sconce
Crate
Oil Lamp
Locations
Arcade
Pond
Masquerade
Pond
Destinations
Town of Biggrowcum
City of Kilumberton

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).