Destination Danger is a pocket-sized role-playing adventure set in the 1930s that can be played anywhere, anytime, and with anyone—you don’t even need a table to play on. The cards in the Destination Danger deck contain all the information needed for a quick and fun role-playing experience (no player’s guide or DM book required!). Since Destination Danger uses simple stats and easy-to-remember rules, anyone—regardless of role-playing experience—can join in and have a blast.
We created Destination Danger to solve the ever-so-present problems of crew, gear and time that so many role-players run into and that intimidate new players from joining in on the fun. Here’s what we mean:
Crew: Say you’re out with some of your gaming crew waiting in line for a movie. You start to talk about your ongoing adventures: the next stage of the campaign, the ill-timed epic fail from last week’s session that left you all in hysterics. You're suddenly hit with that desire to ditch everything and get back to the table right away—but then you remember that so-and-so’s not available tonight, or what’s-her-face needs another few days to plan out the next leg of the quest.
Destination Danger solves this problem. It plays like a role-playing pickup game, allowing you to play any scenario, with any group, at any time—no need to commit your friends to a weekly game night or wait until an exact group of people is in the same room. In fact, because you can so easily swap players in and out, and because each card is loaded with options and suggestions that will activate each new player’s imagination in a new way, Destination Danger has a lot of replay value. You’ll never fight the same mummy or deadly female assassin twice.
Gear: Maybe the whole group is together trying out that new ramen place—so you have a crew (and even a table) but you didn’t think to bring a game with you. Or maybe you’re interested in play role-playing games but you don't even know where to get started. All of the books, dice, and character sheets can feel overwhelming! Besides, that’s a lot of gear (dice, game boxes, etc.) to lug around on the off chance you’ll be able to use it...
Destination Danger solves this problem too. Everything you need to play is contained in one small pack of cards. No books, dice, or miniatures are required. All the components for play (player characters, items, monsters, and maps) can fit neatly into a standard shirt front pocket.
Time: Maybe you’ve got the crew and the gear—but you only have 25 minutes until they open the doors to the next PAX Q&A! That's not enough time to get things rolling with an RPG, so you have to settle for a quick, um...Farkle session? Boo! (Just kidding we love Farkle.)
What if we told you Destination Danger can run as a full game in as little as 25 minutes? Hey, that's reasonable enough to get even your casual gaming friends to finally jump into a role-playing adventure with you! Since each scenario begins right in the middle of the action, players must think and move quickly to avoid the bullets that are already flying or to get out of the handcuffs that are already on their wrists.
And what if you do have your crew, your gear, and plenty of time?
Destination Danger’s scenarios are flexible enough to be played in the context of your preferred RPG, using its rules and mechanics to amplify the experience. Bust out those miniatures and turn the map card into an actual dungeon. Roll those dice to see whether your attempt at lockpicking is successful. Play through multiple scenarios in one sitting, using each one as the backstory for the next and creating a whole mythos in the process. Create your own scenarios to take the characters to ever more dangerous destinations. And you can finally let Ben try his hand at being a Game Master (if only to stop his whining). Who knows? Ben might be a natural.
Whatever your problem, Destination Danger is the game for you!
Destination Danger is a form of cooperative storytelling in that each player takes on the role of his or her assigned character(s) OR as the Game Master who controls everyone and everything else while acting as the narrator of the story. Each scenario begins with the characters in the middle of a bad situation, and the players work together (or not) to resolve the situation successfully. As each player is playing a role, he or she is encouraged to consider the character’s stats, special skills, and personality traits when choosing how to act—in other words, each player should endeavor to become the character they are playing rather than just do the thing they themselves might do in a given situation.
The Game Master uses the other cards in the deck—monsters, maps, items, etc.—to move the game along. Each card is intelligently designed for optimal Game Master use. One side is the public side, with beautiful illustrations and easy-to-read names; this side can be shown to all the players or passed around for them to see up close. The private side is for the Game Master only. It contains a brief description of the monster/item/whatever and then a list of options for how it can be used within the campaign. These might be character traits, secrets, curses, effects—you name it. Nothing listed in the options list is set in stone, of course; they are just suggestions for the Game Master to pick and choose from. Use some, ignore others, make up your own - this way the gameplay is different each time!
The group proceeds through the scenario until the victory conditions are met. Then, if desired, they proceed to the next scenario or save it for another time.
Destination Danger is great to play over and over again. There are many options on the cards, and each play is unique - just because you have completed a scenario once does not mean everything will go the same way again. You can also change it up by switching roles, reinterpreting the characters, or swapping the Game Master. You can also ignore the cards and write your own scenario! Destination Danger is merely a starting point—there's no limit to where it can take you.
Destination Danger is 98% done.
Over the past two years we designed it, play-tested it, revised it, play-tested it again, tweaked it some more, and tested yet again. We got a technical writer to fine-tune the instructions and cards. We’ve hired—and paid—artists to do the illustrations for the cards and packaging. We’ve lined up a printer.
So, what do we need from you?
Well, money is such a dirty word...so let’s just call it capital. Up to this point, we’ve done all the work we could ourselves and have paid professionals to do what we can’t. We’ve invested out-of-pocket to get this far, but in order to go the final steps, we need capital to pay our artists for their remaining work and to pay for the printing and shipping of the game.
Also, we need your love. Those aren’t just good lyrics; it’s the truth. We need you to like us on Facebook, follow us on Twitter, tell your friends about us and get them involved, bother your family and neighbors. We need to know we have an audience eager to get their hands on this.
You see Destination Danger is just the beginning for us.
With capital and an audience, we hope to expand what we have to offer. First off, Destination Danger itself can be expanded. In the stretch goals below, you’ll see that we have two additional scenarios planned out: “Christmas on Easter Island” and “Rumble in the Jungle.” With these expansions, our intrepid heroes—plus one new character per expansion—find themselves in ever worse situations, giving you the opportunity to take your storytelling further. We hope to going from there, expanding with even more new scenarios and new characters to fully flesh out the world of Destination Danger.
Secondly, we hope to make other games. Destination Danger is built on a gameplay system we call Primer. We hope to build Primer decks spanning multiple genres, settings, and time periods. Since each Primer deck can be played with any other Primer deck, the more we’re able to make, the more fun Destination Danger and all its spinoffs can be. We really want to make more Primer decks, so when you help on this project, do so knowing it helps on projects to come.
Listen to us on The RPG Academy Podcast
NOTE: the first two stretch goals will be available to ALL backers who receive physical copies of the game (starting at “You got game”) - but the expansions (at $7,000 & $8,500) will only be included for those who back at the $50 and above levels.
As stretch goals unlock, we’ll share more detail on additional stretch goals (like bonus characters...) and what will be in the expansion adventures!
Jonathan Grover: Game designer, pastry chef, all-around good guy. With his diploma from culinary school, Jon is the ideal candidate to design games! That's the type of thing culinary school graduates do, right? Destination Danger is Jon’s baby.
Trevan Whiting: Trevan is often found in front of his computer screen forging video productions from so many unorganized pixels, conjuring 3d objects into existence...or browsing Reddit.
Jeff Rosenbaugh: IT manager, innovator, podcaster...game maker? Jeff is a "DO ALL THE THINGS!" kind of guy and typically plays D&D as a half-elf rogue assassin with more than enough dexterity to annoy his DM.
Lindsey Alvord (Character and Item Illustration): Lindsey is a concept artist & illustrator who has worked on a variety of projects such as "Where the Water Tastes Like Wine" and the art book for "Critical Role." She absolutely loves tabletop games and video games alike and, honestly, plays too many of them to count. You can find her on Twitter at @mudora17.
Andy Rich (Card Layout and Design): Andy Rich is a multi-disciplinary brand designer and creative director with over 15 years experience, a devoted dad, and a not-so-secret gaming nerd. He currently serves on the national board of AIGA and is President Emeritus of AIGA's Houston Chapter. View his work at andyrich.co or drop him a line at firstname.lastname@example.org
Ryan Nimtz (Map Illustration): Ryan is an illustrator working in Utah. He’s worked in comics, video games, and education. He is also an online art instructor on Udemy.com. He believes making people happy is the most important thing in life, and he tries to accomplish that through both his art and his interactions with others. You can find his work on artstation.com/nimtz and on Twitter and Instagram under the name NimtzArt.
Billy Garretsen (Concept and Logo): Billy is a Texas-based artist and designer that has worked in the games industry for over 15 years. He helped build the successful Kickstarter MMO Crowfall and recently shipped Battle Chasers, also a Kickstarter success. Billy has specialized in brand and interface design which has ranged from games to shows like Castlevania on Netflix. See more of his work @ https://www.artstation.com/billygarretsen
Risks and challenges
There are always risks with any Kickstarter project, but we’ve tried to minimize them by seeing the project through almost to completion before asking for money. However, two risks remain that we can see, both minor:
Art: There’s a risk our artists won’t come through with what they’ve promised. We think this is a minimal risk for a couple of reasons. One, the vast majority of the artwork is already complete, and as you can see, their work is just lovely. Two, we’ve been paying our artists a fair wage for their work, so we aren’t relying on their generosity (i.e., they aren’t only working on this when all their paying work is finished). If an artist does need to drop out of the project before it’s done, we are connected to many more artists and can find a replacement with a minimum of hassle.
Printing: There’s a risk our current printer won’t be able to deliver the product on time or at the desired quality. We think this is a minimal risk for a few reasons. One, we've done our homework: our printer is experienced, reputable, and widely trusted, having delivered thousands of books and games before. Two, we've kept our eye on competing printers so we'll be ready to find a replacement in the event that we need one. Doing so might change the delivery timeline somewhat, but we don't expect the change to be a huge deal.Learn about accountability on Kickstarter
- (19 days)