It's
been far too long since I've run a proper table top game. Life
changing events like moving, getting married, changing jobs, and plain
old writers block have gotten in the way. Or at least those are the
excuses I make.
In
the end I told myself; "Rather than come up with the next big sweeping
adventure, I think I’m going to take gaming back to its roots." I don't
need to come up with an intricate story of intrigue, earth shattering
events, or thousands of soldiers clashing on a battlefield.
Nope.
Nope.
I need a tavern, some goblins, and a town missing a few sheep.
Sometimes
it can be a headache to plan out travel to the next town, figure out
fancy ways to write out old characters and figure out hooks for new ones
to join in. Even worse to deal with players that don't show up and you
don’t have their character sheet.
Then it hit me.
Then it hit me.
In
Neil Gaiman's Sandman conclusion "World's End" a weary traveler finds
himself sheltering from the storm in a tavern with a shingle out front
reading "Worlds End : A Free House." Through the story you come to
find out that this Tavern appears to help people caught in "Reality
Storms" and offers them a safe place to weather it. Reality Storms
being the fall out of earth shattering events like ultimate evils being
stopped, worlds destructions happening, or not. Gods warring and dying.
You know; grand, sweeping, intriguing story sorts of things.
It
is also mentioned in Gaimen’s story that there are four such places,
but there is no mention as to what they might be. At least not to my,
nor Wikipedia's, recollection. So I wondered to myself, “What are these
other three places?”
The second one was easy because it’s Milliways of course. The Restaurant at the End of the Universe. After all, what would be more of a reality warping storm than the End of the Universe? And it's no wonder it's become a tourist destination, everyone knows where it is. It's at the end of everything.
The second one was easy because it’s Milliways of course. The Restaurant at the End of the Universe. After all, what would be more of a reality warping storm than the End of the Universe? And it's no wonder it's become a tourist destination, everyone knows where it is. It's at the end of everything.
Number three I had to think about a bit but I eventually came around to Oberon's Three Penny Tavern.
The Three Penny is a roaming wagon that sets up and becomes an open air eatery
with entertainment. A place where you can get almost anything for
three pennies. A place where humans often remember paying their three
pennies and then not much else after they awake in a forest glade or on a
rolling hillside somewhere and what they can call to mind seems an
improbable dream. Others might get more than they bargain for and be
ensnared by the fairy court or the butt to one of Robin Goodfellows
frolics.
Then there's the fourth place.
The Emerald Inn: "an adventurers retreat"
Now
I'm sure that there are probably many literary examples that could be
pulled from to meet my criteria but I decided to make my own and keep it
simple.
Tavern. Adventure.
A
lot of great Dungeons and Dragons sessions (and other role playing
games) start with the line; "You find yourself sitting in a Tavern…"
Either by appointment, by chance, or by choice it is the cliché that
adventurers find work at taverns.
What do you find at the Emerald Inn?
Behind
the counter works Hawk, the bartender, keeping her glasses clean and watching
every new comer with a sharply arched eyebrow and a half smirk. She
owns the place, along with Amose. Amose is often seen poking his head in
from the kitchen or, more often than that arched eyebrow would suggest
is proper, sitting at a table with his feet up sipping at one drink or
another. Ah, and don't forget Mili, bustling amongst the tables serving
drink and food as liberally as she does wheeze inducing slaps to those
with stray hands or eyes that linger too long.
Rooms are four silver. A meal, one silver.
For a gold you can get your room for two nights, with three meals, and cheese for the road. Drinks vary by how much you want to spend. And baths? Baths are a copper. Because adventurers bathe too little as it is.
Rooms are four silver. A meal, one silver.
For a gold you can get your room for two nights, with three meals, and cheese for the road. Drinks vary by how much you want to spend. And baths? Baths are a copper. Because adventurers bathe too little as it is.
At
some point everyday Amose will poke his head in from the Kitchen door
and pass a sheet of parchment to Hawk and they'll talk. She'll pull out
a quill and vial of ink from under the bar and make a few notes on the
parchment. After her and Amose confer a little more she'll take a
dagger with an emerald fastened into it's hilt and pin the parchment to a
section of wall scarred with scores of knife marks and call out
"Contract."
The
parchment might be a plea of help from a town council. A wanted poster
from a city guard, a merchants contract looking for sell swords, a
scholar looking to have someone retrieve a musty old tome or any other
number of jobs suited for adventurers.
Down near the corner of the parchment, in Hawk's flowing hand, will be a reward price if it is not already on the “contract”. Other notes might include non coin rewards, a recommended skill set needed to complete the contract. But always a percentage. The percentage is The Emerald Inns finders fee. The contract holder pulls the dagger and takes the contract and heads out the door when they’re ready.
When the contract is complete all an adventurer has to do is look to the dagger. The emerald in it’s pommel will glow green and as the adventurer points the blade towards the horizon it will grow brighter as it faces the direction the adventurer needs to travel to return to the inn.
After returning to the inn there is a slot in the bar that the dagger is set into. Scales fit across the pommel with one tray facing behind the bar lower than that of a another tray facing out into the common room. Coin and/or gems found or paid to the contract holder(s) are placed into the common room side of the scales until the scales reach even. Many have argued that the scales tried to cheat them, but when the accusers have produced their own scales and weighed out the earnings, painstakingly counting the coins, and had jewelers appraise their gems. Each and every time they found the division exact down to the ha'penny.
Down near the corner of the parchment, in Hawk's flowing hand, will be a reward price if it is not already on the “contract”. Other notes might include non coin rewards, a recommended skill set needed to complete the contract. But always a percentage. The percentage is The Emerald Inns finders fee. The contract holder pulls the dagger and takes the contract and heads out the door when they’re ready.
When the contract is complete all an adventurer has to do is look to the dagger. The emerald in it’s pommel will glow green and as the adventurer points the blade towards the horizon it will grow brighter as it faces the direction the adventurer needs to travel to return to the inn.
After returning to the inn there is a slot in the bar that the dagger is set into. Scales fit across the pommel with one tray facing behind the bar lower than that of a another tray facing out into the common room. Coin and/or gems found or paid to the contract holder(s) are placed into the common room side of the scales until the scales reach even. Many have argued that the scales tried to cheat them, but when the accusers have produced their own scales and weighed out the earnings, painstakingly counting the coins, and had jewelers appraise their gems. Each and every time they found the division exact down to the ha'penny.
Hawk takes the Inns cut and slides it below the bar.
It should be noted that the percentage doesn’t have to be paid, but the dagger will dissapear from your pouch one night and the inn almost never found again.
Tavern. Adventure.
Story’s can be as simple as I need them to be, or as grandiose as I want to make them. It allows my players to jump into and out of the game. And it allows characters to blow through and out as need be. Not to mention open up the possibility of having adventures wherever I want them to go.
The only limitation is my imagination.