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RPG Mythbusters: The Tavern is the Best Place to Start Your D&D Adventure

The tavern. It’s the start of 23 different campaigns that DM Tony has been in over the last three decades. It’s a fantasy adventure trope and gets a lot of hate out there for being basic and unimaginative, but is that necessarily a bad thing?

In this episode, Tony, Chris, and Dave return to our RPG Mythbusters series and test the myth, “Is a tavern the best place to start an adventure?” Will it be confirmed, plausible, or busted?

If the podcast player below fails to load, click here to listen to the audio.

0:49 The return of RPG Mythbusters, all the way back to Episodes 39 and 42.

1:56 Everyone knows what a tavern is as opposed to, let’s say, a Paladin’s Chapel.

3:50 Taverns are a historically accurate meeting place; the true “town square.”

6:45 DM Dave returns to the Lord of the Rings novel and reminds us that Gandalf drops lore in Bilbo’s house for 25 pages. Taverns can be much more organic to reveal the plot.

9:50 The tavern affords an easy, stress-free environment to introduce the players and their characters to the story and the world – which can be especially helpful with new players.

14:15 Session Zero could be a “tavern” by providing an intro to introduce the adventure.

15:40 The type of game can change whether a tavern is a good or a bad idea; in can be a phenomenal time sink.

17:20 Our tangent into 7-11 and Denny’s being modern-day taverns when we were teenagers.

18:10 Implied consent: the unsaid agreement between DM and players that you’re ready to go on an adventure for the session.

24:55 What type of adventure/campaign are you running? That should guide how and where you’re starting.

33:08 Lore Tolerance: how Taverns and “In Media Res” starts allow you to control the flow of lore dumps.

36:45 DM Chris’ idea that combat is the best way to bring characters together: A Band of Brothers. And how DM Dave leaned into this for our Dragonlance campaign.

43:15 Final Thoughts: Myth Confirmed, Plausible, or Busted?

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