Welcome to the Mecha & Mannered Detective's Union!

This week on Episode #165

The Chase of the Petite Understanding

For the Head Detective's eyes only!

Give Them Direction

Monsters
The Victorian Kraken of the Petite Understanding
puny Rabid Elves of Fire
Petite Hydra
Villain Motive
Survival
Starting Event
Adventurer's witness something weird happening
Random Events
A Herd of chicken Bursts loudly
A princess screams at the top of their lungs
A husband Lunges at the group
A Butter shipment Finds gold in the water
Local Business
Alexis's Basket Solutions
Prince's Pocket watch Boutique
Barnes's Wingback chair Specialities
Lindsey's Bible Boutique

Populate the World

Criminal Contacts
Frankie "Tough bones"
Prince "heavy feet"
Tony "silver livers"
Roberto "Petite Understanding"
Random People
Isla Owen
Tristan Campbell
Melanie Barnes
August Bowen
Alexis Newton
Diego Lindsey
Nathan Morrison
Jameson White
Descriptions
Statistician
Frazzled
Restless
Consultant
Plumber

MISC Ideas

Magical Objects
Targe of Fire
Longsword of Indecision
Secret objects
Secret Basket
Wingback chair with a False bottom
Random objects
Bible
Spare brick
Bed
Coat of Arms
Locations
Business
Stronghold
Park
Peninsula
Destinations
Town of Bextrinchester
City of Exminness

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).