The Scriptorium/GM & RPG & ttrpg & Writing

Are you sure?

Oct 4, 2025
GMRPGttrpgWriting

6 ideas for taking everyday occurences and turning them into ideas for a side-quest, one-shot or heist.

As a GM one of the great joys of running a tabletop game is watching your players concoct a plan so mind-meltingly dumb that all you can do is lean forward, raise an eyebrow, and ask:

“Are you sure?”

That tiny phrase is pure magic. It’s a moment of hesitation, a pause before the plunge, and an invitation for chaos to ensue.

But here’s the twist: what if we turned that spotlight on ourselves as GMs? What if, instead of only asking it when players do something mind-meltingly dumb, we asked ourselves the same thing in the heat of improvisation?

“Are you sure the greengrocer is just selling vegetables?”

“Are you sure the library is only about books?”

“Are you sure walking the dog doesn’t end with a cult of squirrels?”

This little trick forces us to exaggerate the mundane until it breaks into something epic. And that’s the beating heart of improvisation anchors: you take a slice of everyday life, hold it up, and say: Are you sure this isn’t a quest?

Here are 6 ideas to get you started, but you know what? The universe is infinite, and so is the inspiration.

1. The Library of Infinite Fine Print

You’re about to describe a quiet library. The party can do some research, maybe pick up a plot clue, and leave. Simple. But are you sure?

What if the late fees are so ruinous they trigger a generational debt spiral or the shelves literally shift at night, trapping scholars in endless loops of knowledge? What if the head librarian isn’t human at all, but a spectral custodian who will only waive your fines if you recover the Lost Tome of Recipes (the one with soup stains)?

By asking, “Are you sure?” the library stops being background set dressing and becomes a bureaucratic mega-dungeon.

Takeaway for GMs: Any system of rules, forms, or paperwork can be exaggerated and turned into a dramatic obstacle. Even bureaucracy is inherently epic when you turn the dial up.

2. The Greengrocer’s Conspiracy

The players want to buy an onion. That’s all. But are you sure?

What if the greengrocer’s stall is a front for the cabbage syndicate and that a rival guild enchanted every carrot sold today to record conversations? What if the greengrocer himself is a disgraced prince, hiding in plain sight among turnips?

Congratulations, you’ve just written Ocean’s Eleven with root vegetables.

Takeaway for GMs: Food is universal. Everyone relates to shopping, haggling, or searching for that one elusive ingredient. Twist it, and you’ve got everyone at the table leaning in.

3. The Park and the Hound of Havensfield

You’re walking the dog. Nothing to see here. But are you sure?

What if the squirrels are a trained militia, drilling daily for the coming acorn wars, and the ducks on the pond are spies for a druidic cabal? What if the dog uncovers a relic in the mud — not just a bone, but the finger of a long-dead titan?

Now you’ve got a quest hook, an NPC companion your players will adore, and a subplot that started with nothing more exotic than “walkies.”

Takeaway for GMs: Parks are neutral ground. They’re perfect for unexpected encounters, whimsical diversions, or a light interlude before you pull the rug out. And yes, you should always name the dog.

4. The Post Office of Eternal Waiting

It’s just a queue. A little errand. But are you sure?

What if the line hasn’t moved in centuries because the clerk is a lich feeding off the frustration of customers? How about these stamps? Are you sure they aren’t magical sigils that bind demons? What if every posted letter seals another soul into the Shadow Postmaster’s service?

Suddenly you’re not waiting to send a parcel — you’re in a trial of willpower disguised as customer service.

Takeaway for GMs: Waiting is tension. A simple delay can become a social dungeon full of bribes, persuasion, and patience rolls.

5. The Laundrette of Endless Cycles

A bag of washing. A spin cycle. Nothing dramatic. But are you sure?

What if the machines eat more than socks, returning clothes subtly altered, every load of laundry sends items across dimensions, never to be seen again? What if the flickering light above the dryers marks this as a liminal crossroads, a place of ancient bargains?

You’ve just transformed an everyday chore into a surreal dungeon crawl.

Takeaway for GMs: Broken machines (even if powered by enslaved goblins) are universally frustrating. Use that recognition to fuel comedy or mild horror in your improvised scenes.

6. A Scandinavian Maze, or The Infinite Dungeon?

It’s just flat-pack furniture. But… are you sure?

What if the arrows never actually lead anywhere, and the showrooms shift like a labyrinth, looping you back to kitchen storage for the third time? What if every tenth box is a mimic waiting to devour the unobservant?

The smell of meatballs? Clearly a summoning ritual. The final boss? A self-checkout that demands your soul in exact change.

Takeaway for GMs: Spaces that twist, loop, or frustrate navigation are ready-made dungeons. And your players will love to hate them.

Why This Works

The “Are you sure?” trick isn’t just funny — it’s a mindset. It stops you from defaulting to “ordinary” when you’re improvising, and it pushes you toward exaggeration. Instead of filling time with bland filler, you spin the everyday into something ridiculous, epic, or unsettling.

And your players will recognise it. They’ll laugh at the familiarity of waiting in a line, or smile knowingly when they encounter the laundrette of lost socks. That little spark of recognition is what makes the scene stick.

Closing Thought

Improvisation doesn’t come from divine inspiration. It comes from daring to ask: Are you sure?

Are you sure this isn’t a conspiracy?

Are you sure that isn’t a dungeon?

Are you sure the greengrocer doesn’t secretly control the fate of kingdoms?

The best hooks are often hiding in plain sight. Next time you’re tempted to describe something as ordinary, stop and ask yourself: Are you sure? Then come back to the Tavern and tell us what you discovered — because your greengrocer’s conspiracy might just inspire the next great dungeon crawl.

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