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	<title>Comments on: Why the tavern is the best place to start a campaign</title>
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	<link>http://www.dungeonmastering.com/tools-resources/why-the-tavern-is-the-best-place-to-start-a-campaign</link>
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		<title>By: Chinnma</title>
		<link>http://www.dungeonmastering.com/tools-resources/why-the-tavern-is-the-best-place-to-start-a-campaign#comment-7628</link>
		<dc:creator>Chinnma</dc:creator>
		<pubDate>Mon, 13 Apr 2009 20:49:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=1202#comment-7628</guid>
		<description>Usualy my campaigns start off in a tavern for the reasons mentioned above, but i just DMd an evil capaign that began with all of the PC&#039;s in jail. It was pure coincinence that some of them were there as a result of the barroom brawl they incited last night...lol</description>
		<content:encoded><![CDATA[<p>Usualy my campaigns start off in a tavern for the reasons mentioned above, but i just DMd an evil capaign that began with all of the PC&#8217;s in jail. It was pure coincinence that some of them were there as a result of the barroom brawl they incited last night&#8230;lol</p>
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		<title>By: GiacomoArt</title>
		<link>http://www.dungeonmastering.com/tools-resources/why-the-tavern-is-the-best-place-to-start-a-campaign#comment-7548</link>
		<dc:creator>GiacomoArt</dc:creator>
		<pubDate>Tue, 07 Apr 2009 13:40:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=1202#comment-7548</guid>
		<description>@b0xman: Good storytelling always involves a careful balance between familiarity and novelty. It&#039;s the familiar conventions -- iconic people, places, and things -- that allow the audience to identify with and care about a story, then it takes the novelty -- the unexpected twists and turns -- to keep our interest.

There&#039;s a reason Hollywood keeps re-inventing Batman instead of giving us a brand new hero every time they decide the current franchise has run its course.</description>
		<content:encoded><![CDATA[<p>@b0xman: Good storytelling always involves a careful balance between familiarity and novelty. It&#8217;s the familiar conventions &#8212; iconic people, places, and things &#8212; that allow the audience to identify with and care about a story, then it takes the novelty &#8212; the unexpected twists and turns &#8212; to keep our interest.</p>
<p>There&#8217;s a reason Hollywood keeps re-inventing Batman instead of giving us a brand new hero every time they decide the current franchise has run its course.</p>
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		<title>By: Tim Saint</title>
		<link>http://www.dungeonmastering.com/tools-resources/why-the-tavern-is-the-best-place-to-start-a-campaign#comment-7540</link>
		<dc:creator>Tim Saint</dc:creator>
		<pubDate>Tue, 07 Apr 2009 04:05:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=1202#comment-7540</guid>
		<description>Since most of our DnD nights begin over a beer, taverns seem a pretty natural place to hang out (at least occasionally). It&#039;s some weird pseudo-immersion into the game... uhm... sort of. Plus, you can invade it, brawl it up, chat and meet all sorts of people, and get teleported to some distant, undead eatery stripped of armour and weapons, and wearing a dress, after inadvertently hitting on some hussied-up chick-wizard ...</description>
		<content:encoded><![CDATA[<p>Since most of our DnD nights begin over a beer, taverns seem a pretty natural place to hang out (at least occasionally). It&#8217;s some weird pseudo-immersion into the game&#8230; uhm&#8230; sort of. Plus, you can invade it, brawl it up, chat and meet all sorts of people, and get teleported to some distant, undead eatery stripped of armour and weapons, and wearing a dress, after inadvertently hitting on some hussied-up chick-wizard &#8230;</p>
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		<title>By: Acedrummer</title>
		<link>http://www.dungeonmastering.com/tools-resources/why-the-tavern-is-the-best-place-to-start-a-campaign#comment-7533</link>
		<dc:creator>Acedrummer</dc:creator>
		<pubDate>Mon, 06 Apr 2009 14:51:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=1202#comment-7533</guid>
		<description>Hello Everyone.  Here is my 2cp worth.

I have used the tavern setting more times than I can remember.  I love the flexibility in the style of tavern (upscale or seedy), its size, the culture and and all the stuff that makes a tavern a tavern.  Until...

A few years ago I run a booth in a number of craft markets.  Somewhere during this time I discovered that there were more people, more information, more business (lawful and otherwise) and more variety than any tavern I had ever thought up.

Now I use the local &#039;market&#039; which usually meets only twice a week.  Everyone who needs something shows up.  Skilled crafts people work to build up their stock items and have them ready for display, priests are searching for items for the temple,  magic users want components and rituals, people are stocking up on daily items, traders are there with news and unusual items, and NPCs are everywhere.  There are always food vendors just like a flea market.  Rain or shine they go on.  Big tents or open booths, hot or cold, the people come.

The City Guard is out in force to ensure that these events are not interrupted.  If anyone casues trouble they are never allowed in the city limits again and no trader or crafts person will ever trade with them.  Ever!  This mean my players have had to pay very close attention to ther skills and not their weapons or armor.  they enver go armed in the market beyond a small concealed weapon.  They are still using the taverns but now it is the quiet place they go to do more private, detailed business or to let off steam.  A few sp slipped to the owner and they are not disturbed for the night.

Another place that I have used is the public temple setting.  Historically these were a center of business and law.  Powerful people come here to their business, they send their flunkies to the market.  So now if the part wants to meet with someone higher on the social ladder they have to dress the part and go where they are.  These settings are naturally more private and generally more intrigue happens, but again the temple guards hold tight control on the situation.  These can lead to upscale taverns or even private meeting houses used by the powerful of the community.

Try it and see what you think.

Thanks for reading.</description>
		<content:encoded><![CDATA[<p>Hello Everyone.  Here is my 2cp worth.</p>
<p>I have used the tavern setting more times than I can remember.  I love the flexibility in the style of tavern (upscale or seedy), its size, the culture and and all the stuff that makes a tavern a tavern.  Until&#8230;</p>
<p>A few years ago I run a booth in a number of craft markets.  Somewhere during this time I discovered that there were more people, more information, more business (lawful and otherwise) and more variety than any tavern I had ever thought up.</p>
<p>Now I use the local &#8216;market&#8217; which usually meets only twice a week.  Everyone who needs something shows up.  Skilled crafts people work to build up their stock items and have them ready for display, priests are searching for items for the temple,  magic users want components and rituals, people are stocking up on daily items, traders are there with news and unusual items, and NPCs are everywhere.  There are always food vendors just like a flea market.  Rain or shine they go on.  Big tents or open booths, hot or cold, the people come.</p>
<p>The City Guard is out in force to ensure that these events are not interrupted.  If anyone casues trouble they are never allowed in the city limits again and no trader or crafts person will ever trade with them.  Ever!  This mean my players have had to pay very close attention to ther skills and not their weapons or armor.  they enver go armed in the market beyond a small concealed weapon.  They are still using the taverns but now it is the quiet place they go to do more private, detailed business or to let off steam.  A few sp slipped to the owner and they are not disturbed for the night.</p>
<p>Another place that I have used is the public temple setting.  Historically these were a center of business and law.  Powerful people come here to their business, they send their flunkies to the market.  So now if the part wants to meet with someone higher on the social ladder they have to dress the part and go where they are.  These settings are naturally more private and generally more intrigue happens, but again the temple guards hold tight control on the situation.  These can lead to upscale taverns or even private meeting houses used by the powerful of the community.</p>
<p>Try it and see what you think.</p>
<p>Thanks for reading.</p>
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	<item>
		<title>By: keith</title>
		<link>http://www.dungeonmastering.com/tools-resources/why-the-tavern-is-the-best-place-to-start-a-campaign#comment-7532</link>
		<dc:creator>keith</dc:creator>
		<pubDate>Mon, 06 Apr 2009 14:10:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=1202#comment-7532</guid>
		<description>@Jeremy Taverns in the fantasy setting are used, for the most part, as a place that people gather in a town most have rooms for rent so you can come across any number of travelers and merchants. Then there are the shady characters that come to make deals using the noise and low light to hide from the local authorities. Traditionally taverns are also the place where stories and songs of legands are told by bards and old gaffers by the fire. So for and adventuring party it is actually a key spot to gather information and find their next adventure.
Why not the Market place, well that is actually one of the second best places to gather information. though as a meeting place it is rather to busy and crowded with no good place to sit and talk quietly in a corner. But in any good market place there lies a tavern entrance. Though taverns have become a starting point cliche in the game it does not make them a bad place to start, just unoriginal.</description>
		<content:encoded><![CDATA[<p>@Jeremy Taverns in the fantasy setting are used, for the most part, as a place that people gather in a town most have rooms for rent so you can come across any number of travelers and merchants. Then there are the shady characters that come to make deals using the noise and low light to hide from the local authorities. Traditionally taverns are also the place where stories and songs of legands are told by bards and old gaffers by the fire. So for and adventuring party it is actually a key spot to gather information and find their next adventure.<br />
Why not the Market place, well that is actually one of the second best places to gather information. though as a meeting place it is rather to busy and crowded with no good place to sit and talk quietly in a corner. But in any good market place there lies a tavern entrance. Though taverns have become a starting point cliche in the game it does not make them a bad place to start, just unoriginal.</p>
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