Why Every Town Needs a Terrible Tavern

One of my favourite taverns I've ever run served awful stew.

Not "a little overcooked" awful. Burnt. The sort of stew that sticks to the bottom of the bowl and makes the spoon stand upright. The owner insisted it was a family recipe and took great offence if anyone suggested otherwise. Every time the party passed through town they'd complain about it, order it anyway, and spend the rest of the evening arguing about whether it was actually getting better or whether they were simply getting used to it.

The thing is that I never meant the tavern to become important. I had been rushed off my feet at work for the week leading up to the game so had not prepared the tavern they all knew they were meeting at, so I was making the whole place up as we went along. The crooked sign was the first thing that came into my head. The burnt stew was because I needed the cook to be distracted while the party asked questions. The grumpy owner existed because I was trying to think three steps ahead while roleplaying him at the same time. None of it was planned, yet by the end of the campaign that miserable little inn had become the party's unofficial headquarters.

Looking back, I don't think the stew had anything to do with it, it was the conversations.

Every visit began the same way. Someone would ask what was on the menu, another player would groan because they already knew the answer, somebody else would insist on trying the stew "just in case it's improved," and before long the whole table was laughing before we'd even got to the adventure. The tavern had become familiar. It felt like somewhere the characters had history.

That's something I think we sometimes forget when we're world-building. We spend hours trying to make places impressive, when what players usually remember are the places that felt comfortable enough to return to.

That's one of the reasons we publish tavern menus at Bea Books. A menu isn't just a list of meals. It's a chance for the players to ask questions. Why is the blackberry pie famous? Why is rabbit stew always available but beef never is? Why does every breakfast come with fried mushrooms? Food starts conversations, and conversations are what turn locations into memories.

The same is true of the tavern itself. It doesn't need to be falling apart, and it certainly doesn't need to be miserable. In fact, I'd much rather visit a cosy inn than a filthy one. What it does need is one thing that's unmistakably its thing.

Perhaps the owner insists every guest signs the wall before they leave.

Perhaps the fireplace never quite draws properly unless someone opens the front door.

Perhaps there's an old sheepdog asleep in front of the fire that refuses to move, no matter who walks in.

Perhaps the cook really does make terrible stew.

It doesn't matter what it is, provided the players can talk about it.

I've seen groups become strangely attached to places for reasons I never could have predicted. One party kept returning to an inn because the landlord remembered all their names. Another loved a roadside tavern simply because the pies were excellent. In a different campaign the players pooled their money to repair a leaking roof after joking about it for months. None of those things were adventure hooks. They were just little details that made somewhere feel worth coming back to.

When I sit down to create a tavern now, I still think about the menu. I still think about the rooms, the owner, and what the locals drink. Those details help the world feel lived in. I just make sure there's one more thing the players will still be talking about six months later.

Hopefully it's not the stew, although, if it is, you've probably done something right.

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