I was there running away from my family and i finaly got in while the mercenary's they hired lost my trail (Which is also a possible Scenario to start with that's in my character's background)
i'min the tavern to hijack the pinned comment to share the clip i made of the threat section ruclips.net/user/clipUgkxety2XjgpvTKT07FX8rp6ACjYldu5DDXS?si=QS0v0dkG76J62QGp
I've actually never had a tavern start. Most of my games either had us meet the main quest giver where they work or in media rez with a quick allusion to how we're already active adventurers who have met up here before going into the first encounter. One had us start with us working guard duty on a train right before bandits attacked.
my plan is to always start in a tavern with a twist, maybe the tavern is the target of a heist, the party orders a bloody alter which is code to enter the cultist base in the back, they're meeting a noble there, confronting the necromancer, etc just anything but the dreaded 'what do you do now'
I like starting in a tavern or any home base more than forcefully starting after characters have gone on a quest to give them no opportunity to roleplay or gather details. I mean, later is reasonable on a convention or so, but I don't agree that it's inherently better, as I have heard a few times.
Yeah I feel like some of the best role play can happen in the opening, and starting in a "you're all in a group hunting this thing right away" situation just restricts that too much. (Like you said, though, outside of a convention setting.)
I like to start my games in a tavern that is owned by or affiliated with the local adventurer's guild. That way the PCs have a reason to be there and they have a convenient place to pick up jobs or meet with a quest giver.
For one of my tavern 'starts' I actually run a mini campaign for each player (some of them where paired up) where I gave each player a different plot hook that drew them to the tavern that specifically involved their backstories. One pair was a group of mercenaries coming in on a boat that had accepted a job, on their way their boat was attacked and sunk off the coast and involved some combat One pair where siblings and part of one of the local noble houses that run the military and had been specifically requested to join the mercenaries thanks to their knowledge of the local environment, theirs involved more RP and political stuff they where interested in. And one solo was an information broker, who I led through a scenario of them spying on other player characters and finding out that they where all going to be meeting at the tavern, and decided they wanted in on the job and so showed up.
This isn't one that I use much myself or been part of a lot, but it makes sense. Though of course many of those groups have so little personality they would have a hard time giving a good reason to be in a tavern in session 1, but that's another issue entirely.
@@twistedpinttavern You would think people that agree to spend all that time on a campaign would want to do those kinds of things, but it is amazing how rare it can be.
Tavern are a great place to gather and regroup and start. it is easy to do but also can become a terrible place to start when not done right like any start.
I think the tavern only has become something of a meme/cliche aspect of DnD not because they are used often, but because most of the time they are done poorly. I personally do still like a good start in a tavern, or inn, or bar, or whatnot. Usually for me, this is where the party (preferably a pre-established one) would get the campaign starting job. But I also remember having my party meet up at a small tavern as strangers, then get into a fight with rats followed by a zombie and that got them to sync together as a party.
Begin in a temple, with a long dull sermon..... Begin in a forest, or an open field to avoid eve droppers. Or begin in an inn. Or even a tavern. Begin in a jail cell. Or a torture chamber.
My DM didn't want us to just start in a tavern, so he started us out in a city. Since we had nowhere to sleep, guess what the first location we went to was?
One campaign started in a town square then one by one we all ended up in the tavern my kobald little ball of chaos got drunk and joined a battle thst started in the town
So, why are YOU in the tavern?
i'm a simple man.... Alcoholism
I was there running away from my family and i finaly got in while the mercenary's they hired lost my trail (Which is also a possible Scenario to start with that's in my character's background)
Cause my sons drive me to drink.
i'min the tavern to hijack the pinned comment to share the clip i made of the threat section
ruclips.net/user/clipUgkxety2XjgpvTKT07FX8rp6ACjYldu5DDXS?si=QS0v0dkG76J62QGp
It was in a tarasque.
I've actually never had a tavern start. Most of my games either had us meet the main quest giver where they work or in media rez with a quick allusion to how we're already active adventurers who have met up here before going into the first encounter. One had us start with us working guard duty on a train right before bandits attacked.
You can definitely have a lot of fun with starting right in the plot!
I need to jump back into Final Fantasy 12. I loved that game for its bounty board.
my plan is to always start in a tavern with a twist, maybe the tavern is the target of a heist, the party orders a bloody alter which is code to enter the cultist base in the back, they're meeting a noble there, confronting the necromancer, etc just anything but the dreaded 'what do you do now'
Sounds like you do a great job of injecting the plot into the tavern!
I like starting in a tavern or any home base more than forcefully starting after characters have gone on a quest to give them no opportunity to roleplay or gather details. I mean, later is reasonable on a convention or so, but I don't agree that it's inherently better, as I have heard a few times.
Yeah I feel like some of the best role play can happen in the opening, and starting in a "you're all in a group hunting this thing right away" situation just restricts that too much. (Like you said, though, outside of a convention setting.)
I like to start my games in a tavern that is owned by or affiliated with the local adventurer's guild. That way the PCs have a reason to be there and they have a convenient place to pick up jobs or meet with a quest giver.
I like that a lot!
For one of my tavern 'starts' I actually run a mini campaign for each player (some of them where paired up) where I gave each player a different plot hook that drew them to the tavern that specifically involved their backstories.
One pair was a group of mercenaries coming in on a boat that had accepted a job, on their way their boat was attacked and sunk off the coast and involved some combat
One pair where siblings and part of one of the local noble houses that run the military and had been specifically requested to join the mercenaries thanks to their knowledge of the local environment, theirs involved more RP and political stuff they where interested in.
And one solo was an information broker, who I led through a scenario of them spying on other player characters and finding out that they where all going to be meeting at the tavern, and decided they wanted in on the job and so showed up.
I like that, it really gets them invested in why they're at the Tavern in the first place!
7:28 *WELCOME TO THE HOTEL CALIDORNIA*
This isn't one that I use much myself or been part of a lot, but it makes sense. Though of course many of those groups have so little personality they would have a hard time giving a good reason to be in a tavern in session 1, but that's another issue entirely.
It is hard to get some people invested with the setting and reason, but if you can work that all out it works great
@@twistedpinttavern You would think people that agree to spend all that time on a campaign would want to do those kinds of things, but it is amazing how rare it can be.
You start with a town festival selling all kinds of stuff
now this is the kind of videos i need.
I wasn't sure how this video style would be received so I'm glad to hear it 😅
Tavern are a great place to gather and regroup and start. it is easy to do but also can become a terrible place to start when not done right like any start.
Yeah, any start can be poor if not done right, but taverns make excellent settings!
I think the tavern only has become something of a meme/cliche aspect of DnD not because they are used often, but because most of the time they are done poorly. I personally do still like a good start in a tavern, or inn, or bar, or whatnot. Usually for me, this is where the party (preferably a pre-established one) would get the campaign starting job. But I also remember having my party meet up at a small tavern as strangers, then get into a fight with rats followed by a zombie and that got them to sync together as a party.
love the hotel california reference lol
Brought here by last video. Awesome work
Thank you!
@@twistedpinttavern absolutely!
Begin in a temple, with a long dull sermon..... Begin in a forest, or an open field to avoid eve droppers. Or begin in an inn. Or even a tavern. Begin in a jail cell. Or a torture chamber.
My DM didn't want us to just start in a tavern, so he started us out in a city. Since we had nowhere to sleep, guess what the first location we went to was?
Taverns are like magnets, even if the DM doesn't start you there, you'll end up at one soon anyway lol
One campaign started in a town square then one by one we all ended up in the tavern my kobald little ball of chaos got drunk and joined a battle thst started in the town
i... i have never... started a campaign in a tavern... so for me it's not a cliche.
There's a first time for everything!