I keep on trying to come up with a good way to start a story with a relatable protagonist (ie kinda me)
and it is difficult.
To start with I do not go out much, so the story either starts at the duck pond or it comes to me.
... very little comes to me.
... mail order Adventure isn't the main chance, I feel.
I think I have a Terry Brooks book about it on the shelf below the edge of the bed but crucially once the protag bought the adventure he went to it. Which I personally would not be great at.
A protagonist who has to bring a support worker with them would be keenly relatable to many, but, I do not think support workers typically sign up for Adventure. I mean, there's supposed to be paperwork about making a safe working environment. They want to know before they go in that there are smoke alarms and an ongoing lack of fires. It seems like their number one priority would be to get away from Adventure as swiftly as possible and bring their person with them.
... at that point it is the support worker's Adventure, but that wasn't quite what I had in mind.
... got distracted by
https://en.wikipedia.org/wiki/Magic_Kingdom_for_Sale%E2%80%94Sold! which I haven't read in a reeeeeaaally long time. I should reread that.
... also vacuum under the bed.
I keep circling back to the Deck of Many Things because it is a way to have unexpected random Adventure happen. Like, pull the Throne card, and now you have a Castle of your very own. In D&D you probably have to fight something for it, but it's still yours already.
... imagine having to pay the taxes on a castle you can't even clear on your own.
... imagine one of them castles like in Book of Many Things, the sort with ghosts and all that, and it's yours now, and probably not far past the duck pond if it's somewhere you can actually get to.
... a lot of people would be quite put out about that.
Oh, imagine instead one of the existing castles suddenly being magically transferred into your ownership. Tourist trap... becomes a bit too literal if it's suddenly a challenge for adventurers.
There aren't many castles intact enough to make good defensive fortifications. I have looked around several of them. Not as big as you think, tea rooms are nice, not originally designed for accessibility. Rather the reverse. Also, extra flippin slippery in winter. Vivid memories of finding an icy patch in school uniform, do not recommend.
But if you suddenly got one of those via Throne card, you'd have a grade one listed building to look after, a sudden tax situation, a lot of tourists to look after, and not necessarily anywhere resembling a place to sleep. Or possibly somewhere resembling but full of waxworks.
... that is another way to have Adventure come to you. Imagine being one fo the tourists, and their support worker. Imagine how annoyed you'd be if you had to adventure your way out of a haunted castle and then realise you weren't even the main character, because the MC is taking the Throne back in the big stone thing.
In some rpg sule sets there are ways to turn downtime into magic items. In some sets you might not need anthing but time. Thirteen to thirty years of Epic Doing Nothing should make for some impressive magic items.
GURPS rules about religious magic item creation are what I'm thinking of but it has been Long since I looked up a GURPS rule so I can't cite it right now. ... several minutes poking the internet just tell me I have forgotten a lot about GURPS so I can't bet on this brain cell being correct.
ANYway, I'm not sure it's at all helpful to base an adventure on a Reward For Doing Nothing.
In Pathfinder ageing rules there's days you get an improvement to your mental stats - specifcally on tour actual birthday, you lose out on some physical and gain some mental. And in Pathfinder both Sorcerers and Oracles can have magic without any deliberate effort on their part, usually statted off Charisma. But you'd need a 10 in Charisma to even cast cantrips. So, in theory, you could wake up on the birthday you become Middle Ages, or officially Old, and just suddenly be able to do cantrips or orisons when you couldn't before. And it would probably be embarrassing once someone figured out why, because now they know how charisma you are not. But someone who was at a minus modifier on charisma was probably a bit clumsy with people and potentially not doing grand at friends. Might be a bit isolated. So, in a totally not a reward way, you could go from being isolated to having magic. It just wouldn't be the direction of causal in the other idea.
Also, if your prime casting stat is that low, you are not doing grand at Adventure without quite a bit of help.
I suspect I am not doing grand at Adventure. Unless visiting the ducks counts.
... the ducks would probably prefer a lack of pond based Adventure.
The Asking for Help phase is a bit trickier about Adventure when you don't have the social mechanisms implied by the existence of the Pathfinder Society. I mean if Pathfinders are real then you call the Guild and explain you need to found an adventure party, or hire one but that is very spendy. You'd have standardised Charters as suggested by effectively the Adventurer's Guild, and you could probably find a handful of people to agree to help you clear a castle for a split of the treasure.
You could not however get rid of them afterwards or get to be the one who decides who keeps what treasure, on account of all being the same level (enforced by Pathfinder Gulld in the computer version of Pathfinder, as is standardised pricing for hiring). Once you are out umbered by Adventurers they can pretty much do as they will.
It's a puzzler.
Of course if you call one of the real world emergency services about the potentially trap filled castle you are not going to be leading the response. They will treat you rather differently than a Fellow Adventurer. And if you decide you want to be them when you grow up it would have minimum Adventure content.
Even with Story people, if you call the Watchers or Slayers about a problem, this does not usually result in a new best friend Slayer, it is likely to resilt in a Slayer who does their job and tells you to wait outside while they do it.
Trying to work with Torchwood gets you treated like Ianto as best case, and more likely as fanboy from Random Shoes Eugene.
... haunting the usual protagonists is a rather extreme way to be In The Story and on the whole I would prefer not.
Call the Waverider for help and you could get all sorts. They're more likely to treat you as an equal but that might not go so great for you. Also they lie a lot a lot if they think they need to work around you, so your new friends might not be.
... okay it is one in the morning and the plot bunnies have gone down the well trod rabbit hole of And Then They Leave, instead of the useful one of And Then Adventure.
Today my best idea for how to get invited to storm my own castle involves a castle that is only Probably there, and they have to bring me to make the castle decide to Actually exist. It do make it sound like the least fuss version is to make it Not Actually Exist, but the tourist trap aspect would certainly solve that. ... being useful once in there would be a mixed bag though, even with the accompanying Diplomacy boost.
In the Book of Many Things their Throne castle is specified as having statues of Istus. I looked up Istus and she's the spinner of fate? Legends of Tomorrow has an equivalent. Tricky to recognise a shapeshifter goddess. Especially tricky to figure out which one fo the statues, if any, actually is a result of Flesh to Stone.
... I decided the shapeshifter friend needs a fancy freindship bracelet so she's recogniseable.
... that exact reason would be why she wouldn't wear it but worth a try.
Okay, silly oclock in the morning, time to go attempt rest.