A downloadable game

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Crime is rising in Toontown!

You are zany cartoon detectives. Your mission is to explore wacky mysteries, deal with crazy criminals, and defend Toontown against cataclysmic capers. Your boss Commissioner Benton has been overcome by the Dip, leaving you to fend for yourselves while your boss recovers in the Acme Decontamination Chamber. 

Play to find out how the Toon Detectives solve the case and defeat the threat!

Toons & Detectives is a one-page RPG based on Lasers & Feelings, inspired by movies like Who Framed Roger Rabbit and TV Shows like Sam & Max, Bonkers, Snooper and Blabber and more.

Game Information

  • Number of players: 2-8 and a GM (Game Master)
  • Age of players: 13+
  • Length: 2-4 hours per session
  • Game Format: Single A4 page

Instructions

Download and print the one-page A4 PDF file preferably borderless and start playing! There is also an A4 Toon Sheet PDF containing 4 character sheets to print and use for your games.

Creator's Note: I would be happy to know how your games unfolded! Let me know in the comments!

Check out my other games here!

License

Toons & Detectives is a hack of Lasers & Feelings by John Harper, which is released under a CC BY 4.0 license.

Download

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Click download now to get access to the following files:

Toons & Detectives - A4.pdf 5 MB
Toons & Detectives - A4 Toon Sheets.pdf 1 MB

Comments

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What do prepared and expert mean? In part 4 what are the effects of choosing a high number over a low number? What if I choose a 3? What does the HQ do? What is the point of having an HQ?

  Have you ever played Prom Invaders? I think you would like it. https://niamhg.itch.io/prom-invaders

(-1)

In the vein of other Lasers & Feelings hacks, preparation and expertness give you extra D6s so that you can succeed easier/more effectively. 
When a player wants to do something and they somehow prepare for it narratively (e.g. they have done a background check on their foe before they face them or they have gathered the necessary equipment for a stake-out) they get the extra D6.

Same goes for "expert" e.g. an Edgy Hackerman character could get an extra D6 for all things technology related, or the Hardboiled Muscle could get an extra D6 when using brute force or anything strength related.

Choosing a high or low number stat which stands for both wacky toon actions and detective skills denotes which side of your character is easier to succeed. If I have a high number say 5, it means I am better at doing cartoony stuff, so, for example if I am at the side of a rooftop and got to jump across, I can say that I want my character to jump and stretch out in a cartoony fashion to reach the other rooftop, then I use my Toon Antics and "roll under" my high number (got to get a 1-5 result on the D6s I will roll) to succeed. If I have a low number e.g. 2,  I am a better detective, I would have more chances to succeed in investigating a crime scene when rolling over my low number (got to roll 2-6 on the D6s to succeed).

The HQ, apart from adding a narrative flavor, can also help with getting prepared for tasks (as discussed above) and give several advantages (or disadvantages) to the wacky situations that the characters will have to face.

Finally, Prom Invaders is in my hard drive and my One-Page RPG dossier, ready to put it out and play whenever my group wants! Great suggestion btw!

Thank you for your questions!