Welcome to the Putrid & Quiet Detective's Club!

This week on Episode #679

cock-a-doodle-doo! It's the Ancient Cash of Rage

For the Head Detective's eyes only!

Give Them Direction

Monsters
The Intelligent Siren of the Ancient Cash
colossal Happy potato of Rage
Ancient Banshee
Villain Motive
Rebellion
Starting Event
Their horse breaks down on the way to Grandma's house
Random Events
A Squirrel stop the party and asks questions
A woman Is being detained
A Pickpocket Balances on a ledge
A Spectator Is being tortured
Local Business
Nova's Statue Solutions
oscar's Mounted Animal Solutions
Bailey's Credenza Brothers
Carpenter's Pan Specialities

Populate the World

Criminal Contacts
Daniel "Tough brains"
oscar "one brains"
Al "chunky scars"
Christopher "Ancient Cash"
Random People
Cora Rose
Aria Holt
Arabella Bailey
Genesis Hammond
Nova Dixon
Dylan Carpenter
Grace McCormick
Tucker Powers
Descriptions
Scientist
Geologist
Exhilarated
Funeral Director
Indifferent

MISC Ideas

Magical Objects
Boomerang of Rage
Rapier of Instability
Secret objects
Secret Statue
Credenza with a False bottom
Random objects
Pan
Trinket
Crock
Drawers
Locations
Palace
Keep
Lagoon
Arcade
Destinations
Town of Clarmelmont
City of Ulvertrin 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).