Welcome to the Strungout & Moist Detective's Council!

This week on Episode #611

A Noise in the Thorough Dartboard

For the Head Detective's eyes only!

Give Them Direction

Monsters
The weak Hedgehogs of the Thorough Dartboard
Adult Sturdy Rhinoceroses of Purity
Thorough Giraffe
Villain Motive
Catastrophe
Starting Event
Adventurer's witness something weird happening
Random Events
A Feminist gathers near a point of interest
A Turtle is heard screaming
A dead animal Catches leprosy
A horse carriage explodes
Local Business
Willow's Letter Opener Solutions
Tiffany's Hatrack Closet
Chandler's Clamp Mall
Blair's Bible Beauty Stop

Populate the World

Criminal Contacts
Frankie "indigo lemons"
Tiffany "red cappuccinos"
Joseph "orange toes"
Billy "Thorough Dartboard"
Random People
Piper Strickland
Piper Duncan
Alice Chandler
Rachel Kramer
Willow Gardner
Peyton Blair
Maximus Greene
Karter Fletcher
Descriptions
Optimistic
Statistician
Dietitian
Banker
Drunken

MISC Ideas

Magical Objects
Rapier of Purity
Newspaper of Instability
Secret objects
Secret Letter Opener
Clamp with a False bottom
Random objects
Bible
Coat
Trinket
Bench
Locations
Barn Dance
Barn Dance
Lodge
Palace
Destinations
Town of Telsumberridge
City of Kirkminside

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).