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source: RPGGeek.com |
The "fantasy cozy" subgenre usually involves characters in a D&D-style world leaving dungeon-delving and questing behind for the daily travails of a small business such as a tavern or coffee shop. Tiny Taverns lets players take the roles of these brave entrepreneurs for a "slice-of-life" fantasy game whiere the biggest event of the day might be talking down a belligerent drunk or thwarting the mice who have broken into your pantry. This game pushes the TIny d6 mechanics in some directions we haven't seen yet, and it should be interesting to work through this process.
The first order of business, even before deciding anythong about the character, is to determine what sort of tavern the group will be operating. As with other joint projects, ordinarily the entire group would be involved in creating the tavern they'll operate, but it's just me doing this so here goes. The group has six tasks:
- Determine what kind of establishment they're running.
- Choose a location for it.
- Come up with one feature that makes the establishment noteworthy.
- Decide what your target market or demographic is.
- Create at least two "regulars" who patronize your place.
- Name your establishment.
"Type of establishment" can be anything within the parameters of the (broadly-construed) hospitality industry: ski lodge, artists' colony, traditional inn with dining room and bar, cruise ship, rehab facility, boarding school, etc. And as tempting as it is to create a Dungeon Fantasy version of the Love Boat or the Chautaqua Institution, I think I'm better off starting with your basic two-story inn with bedrooms upstairs and a common dining/tap room.
Even with that question settled, choosing a location suggests more possibilities than you might think. A major trading city or political capital, with its diverse neighborhoods and quarters? A modest town with one or two inns and several hundred residents? A road house between two cities, with no local administration to support you? Again, playing it simple, I'll put our tavern in a mid-sized town, with perhaps one or two rival establishments to spice things up. There are some moderately interesting attractions in the area, perhaps some delvable ruins and/or a pilgrimage site and/or a natural feature that brings in visitors and adventurers.
Now we have to figure out what makes people come to our place rather than one of the other public houses in town--that is, apart from the quality of our fare and the warmth of our hospitality. Is this claim to fame a feature of the bulding, a quirk of the site (such as the dungeon entrance that Waterdeep's Yawning Portal is built around), a special good or service that only we provide? Adventurers will be a significant portion of our clientele, and it makes sense that some sort of adventuring location would be in the vicinity. Our spotlight feture will be a stone head, originally from a statue of a guardian spirit, that an earlier party brought out of the local dungeon in the hopes that it would fetch a handsome price. Unfortunately, they found no interested parties, and the tavern ownership ended up purchasing it for a modest sum. Now it stands just inside the door, and adventurers rub its head for luck as they leave to go delving.
Now what public does this establishment primarily serve? Is it distinguished by its income level, its particular interests, its regional or ethnic origin? I'd like to see an eclectic assortment of customers, perhaps focused on adventurers but including pilgrims and the occasional merchant or courier.
So our two regulars should be similarly eclectic. Not a lot of locals patronize the place; pilgrims are annoying and adventurers aren't respectable. So any locals who come regularly should find the primary clientele either relatable (e.g., retired adventurers seeking nostalgia and mentees) or interesting (a bard or artist looking for inspiration, a wannabe adventurer whose circumstances won't let them join a party, etc.) or at least potentially profitable (information brokers, Mister Johnsons looking for recruits, etc.) One should be a potential font of useful information for adventurers who provide the right incentives (a bard would fit this role perfectly); the other might represent a potential threat (say a sergeant of the city watch, keeping an eye out for troublemakers) or regularly want something that adventurers can provide (a recruiting agent for a local mage or abbott with a steady supply of quests that need doing). Nothing says I can't have three named regulars, so I'm going to use them all. The human bard came in with an adventuring party several years ago and found the place too congenial to leave. He plays songs about lost comrades and missing home more often than songs about mighty deeds or vanquishing monsters, but patrons find it appealing so there's always a chair avaiable to Valdic. The sergeant is a superficially amiable dwarven woman named Engrith whose mental list of People To Keep An Eye On has never steered her wrong. And the mage's agent with quests to give is a pixie who goes by the name of Glimmer.
It seems appropriate to name our inn after its distinguishing feature. A painting of the stone head graces the inn's signboard outside--replacing an earlier wine-guzzling dragon--and travelers and locals alike now call it the Lion Dog Inn.
So how does our player character fit into this operation? I'm going to take the character-generation sequence a little out of order and start with a Trade, the character's role in keeping the inn running. Then I'll figure out the Heritage, Traits, and so forth. What I think I would like this character to be is the cook.
So, starting from there, let's start sketching our cook in. The Heritage options skew Celtic: firbolgs, selkies, pookas and pixies, but also dwarves, cat-people ("panguri") and dragon-people ("mandrakes") as well as humans. I like the image of a cook setting a flambé alight with his own breath, so let's go Mandrake. Mandrakes have two heritage Traits: Flight and either Daconic Strength or Draconic Breath. Breath is a foregone conclusion.
Now let's turn to Proficiencies. I've got three slots, one of which can be a specialized Mastery in either of the other two Proficiencies. Culinary Arts goes here, and I think I'll add a Mastery in Meats. My second Proficiency should speak to the character's former career in the armed salvage trade. I see him as a glaive guy, so I'll take Heavy Melee Weapons for that slot.
I've been putting Traits off until we established a little context, but now's a good time to slot that in. We get two (since one of our Proficiencies is effectively a Trait). I'll take Dungeoneer as effectively a background trait (doesn't get lost in underground mazes, always receive Focus (TN 4 instead of 5) on Tests to identify dungeon creatures or traps) and Foodie as a current professional one (Advantage on cooking Tests, and always make an extra serving).
For a motivating Belief I'll go with a common one among fictional (and real) chefs: The kitchen is my realm and here I am master. Well-worn but serviceable. Note that, unlike most implementations of Tiny d6, Beliefs have mechanical teeth: the game tracks characters' emotional wellness, and if their Belief is challenged (say, by a rival chef), a character may become Unwell and suffer Disadvantage on any Test that might be affected by their discomfort.
We haven't done a lot with gear for a while, but Tiny Taverns puts some emphasis on personal Belongings as a key to what the character values and what they've been through. The game asks four questions to help:
- What specific thing does your character always carry? My chef's prized knives live in the tavern's kitchen, but he always carries a fork and spoon on his person for tasting purposes.
- What memento does your character keep from their childhood, homeland, or a loved one? When our hero was a child he used to practice roasting with his fire-breath; he still keeps the toasting fork he used for the purpose.
- What specific item does your character associate with a past mistake? He keeps a leather wristband that belonged to a dungeoneering comrade who died following the mandrake's advice in attempting to disarm a trap.
- What clothing does your character prefer to wear? What clothes do they have to wear for professional or other reasons? He actually prefers to wear his apron and chef's whites, but when he must appear in more formal settings he will wear a blue tunic and grey trousers.
Then we add one more item, in his case a glaive, and our cook is nearly ready. He still needs a name: Raichlen, after the author of the Barbecue Bible.*
OK, now the character is supposed to answer Three Last Questions in conjunction with the rest of the group:
- Who is your closest friend at the tavern, and why? Raichlen's best friend is the pixie Glimmer, who not only has a fine appreciation for Raichlen's talents but also obtains hard-to-find seasonings from the fey lands or his employer's pantry upon occasion.
- How did you end uo working here? What is your biggest responsibility? After his last delve ended in failure, Raichlen tried self-medication through alcohol at the then- Drunken Dragon. Soon after another band of adventurers bought the place as a retirement investment, the inn's (mediocre) cook quit in a sudden huff, and the mandrake stepped in as emergency help. Turned out cooking was the therapy he needed, and he stayed on as chef when the Lion Dog sign went up on the wall.
- What always puts you in a Good Mood? What always ruins your day? Seeing the common room sigh with satisfaction at Raichlen's creations gives him the highest high he has ever felt. Surprisingly, hearing his work disparaged is not as sure a way into his bad books as seeing a patron abuse the inn's staff.
OK, let's see if we can put this all together:
Raichlen, Mandrake chef at the Lion Dog Inn
Nicknames: Chef, Raich
Age: 40 Gender: M
Tavern Trade: Cook
Belief: The kitchen is my realm and here I am master.
Heritage: Mandrake (Flight, Fire Breath)
Proficiencies: Heavy Melee Weapons, Culinary Arts
Mastery: Meats
Traits: Dungeoneer, Foodie
Belongings: fork and spoon, toasting fork, leather wristband from deceased comrade, chef's whites, apron, blue tunic, grey trousers, glaive, chef's knives and kitchen tools
*not an endorsement, just the first barbecue guy I could think of whose name I thought would work