Ah, the tavern. Whether its in a city or the countryside, in the distant past or far future, the Local Pub is a focal point for many stories. It’s easy to plant story hooks and plot devices in the saloon, and most adventuring parties end up in one, sooner or later. Some plot hooks are classics, and you can always throw in new twists to throw off the second-guessers.
All genres have the Common Man getting his downtime. Fantasy settings will have the roadside tavern where nobles and bandits alike can get a pint and a bowl of stew after a long day’s plundering. Contemporary games an range from greasy spoons and diners with cocky waitresses and snarling cooks, to grungy underground dives with requisite smoke and pool tables. A high scale campaign may have a Private Club with fancy drinks and high society out to hob nob.
Basic Layout:
Main Barroom
Tables or booths, and stools at the bar. Bartender, bouncer, servers and patrons make up the characters in the room. Setting is almost irrelevant, as a bar has the same main properties whether it is on a street, a starship, a winding pioneering trail, or floating on the back of large turtle. Quality and class make bigger differences than anything else.
Entertainment
Whether this is a Sports Bar with a big vdeo screen, a Tea Room with small jazz trio in the corner, or just a Dive Bar with a pool table, there is always a source of entertainment to go with the alcohol. Wild West Tarverns may have a small stage for showgirls, or a poker table set up by the obligatory piano. Customers can be as surly as necessary.
Rooms in Back
Sometimes its private rooms on an upper floor. Sometimes is a common room, or even just a night in the hayloft. Most Taverns are also Inns, and provide food and a place to stay. Nicer rooms cost extra, but are often available for upper-class characters. The extent of services naturally depend on how far from the civilized world you want the setting.
Parking
Depending on setting, this is either stables or a deserted lot. Vehicles, mounts, whatever the main transport is, this is where you park it. Higher-class areas will be attended, and possibly defended. Guards, valets and grooms will all have some kind of training, and service may even be available. Low-class dives may have parking areas with hazards of their own, ranging from vermin to random thugs. The Management is not responsible for your belongings.
Plot Hooks
Meeting Clients
Bars and taprooms are public places to do private business. Either in a booth or back room, many games start with a deal being made at the local tavern.
Random Encounter
Sometimes two ships happen to pass in the same pub. Neither were planning on meeting the other, but she just happens to walk into your favorite bar. Whether it is to have a drink or to rob the place is up to the GM.
Passing Time
Sometimes you just need a week to pass in game time without going into details. The Local Inn provides a convenient waystation in any setting. Most of them can be equipped with whatever services are necessary. It is also a traditional place to plant Side Quests.
The Goal
Seven Samurai is a great example of a location being the Thing To Protect: the village itself was what needed to be defended. A Tavern may be the last bastion against the vampires. Or maybe the PC’s Boss is the one meeting the client, and they just need to keep out assassins. In many cases, the location, not a person or object, can be the objective for the game.