Welcome to the Vacant & Cooling Detective's Company!

This week on Episode #810

The Assemblage of the Brave Quarter

For the Head Detective's eyes only!

Give Them Direction

Monsters
The Hungry Mongoose of the Brave Quarter
sizable Masochistic Pegasus of Influence
Brave Anteaters
Villain Motive
Control the Children
Starting Event
Someone is already inside the agency
Random Events
A Cookie Strikes the church bell
A Gang meets disaster
A Toilet Is being tortured
A Amulet Ignites violently
Local Business
Avery's Flowers Growing Cosmetics
Harrison's Fireplace Discount
Garner's Toolset Chic Chåteau
Norman's Grandfather Clock Worldwide

Populate the World

Criminal Contacts
Johnny "yellow spleens"
Harrison "black arms"
Harrison "right hot Dogs"
Juan "Brave Quarter"
Random People
Ian Murphy
Nevaeh Chapman
Skylar Garner
Adrian Ortiz
Avery Rios
Antonio Norman
Madeline McCormick
Sophie McCoy
Descriptions
Waiter
Secretary
Pharmacist
Restless
Indifferent

MISC Ideas

Magical Objects
Glasses of Influence
Greaves of Fire
Secret objects
Secret Flowers Growing
Toolset with a False bottom
Random objects
Grandfather Clock
Diary
Candlesticks
Hatrack
Locations
Grove
Lake
Chateau
Shelter
Destinations
Town of Highdermire
City of Calerley Falls

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).