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August 5, 2025

Alternatives to the tavern

The tavern is a ubiquitous site in fantasy tabletop roleplaying games. It is where adventurers eat, drink, sleep, seek out adventures, advertise services, and host meet & greets. For most campaigns, the tavern is a vital institution. In my setting, I'm getting rid of many of them. Let me explain why and present a couple of alternatives.

Neutral grounds

The reason I have decided to downsize the presence of taverns in my campaign world is that I think they make it too easy and convenient for the party to operate without interacting with the Powers of the region. I want to remove many of these neutral spaces to force the party into contact with factions, into making deals, negotiating truces, and facing hard choices. Eliminating the very convenient neutral space to live and operate in forces the party to seek out patronage and bargain their services beyond exchanging a handful of coppers and silver with a tavernkeeper.

The Kurgan, from the movie, "Highlander," is his punk phase.
"Holy ground, Highlander!" from Highlander (1986)

Tavern Alternatives

If I'm removing many of the taverns, what am I replacing them with? I'm glad that you asked!

Hospices and Temples

Hospices are places of rest and refuge administered by religious orders. They can provide similar services to a tavern or inn but they may require allegiance to the religious order or adherence to certain rites, rituals, or traditions while the traveler makes use of their rooms and boards. Extended stays may require service as well as tithes.

Accommodations are not a temple's primary function but, in need, a party might petition there for shelter and food. Doing so will surely incur a debt that the party must repay in some manner.

Castles, Keeps, and Manors

As a matter of custom, it makes sense for wandering adventurers who enter a new land to make themselves known to the local authorities. Any such authority would want to know if such persons were on the loose in their domains and secure assurances that no mischief is at work. These centers of power and strongpoints will also often be the only shelters in their lands, particularly once off the more beaten paths, to have the space and surplus to accommodate guests for any length of time. Petitioning such lords and chiefs for sanctuary will require some sort of agreement, potentially service, allegiance, or both.

Encamping

In the absence of a practical or desirable place to stay, the party may establish an encampment at the edge of a village, town, or other location. Local authorities may require assurances, taxes, or other guarantees to allow it. The encampment will need to be equipped, manned, secured, and supplied.

Isn't ye olde tavern just simpler and easier?

Absolutely. These alternatives all require a bit more work and effort than a simple tavern, with or without a witty name. However, what all of these alternatives provide are challenges to the party that generate adventuring opportunities. Instead of the party reading a job board or paying the bartender to get a spin at the Wheel of Rumors, they may instead be attending audiences with local lords, negotiating with mystic orders, or interacting with other meaningful factions. This is the sort of play that I'd like to engage with more and I think that replacing taverns, not entirely, but partially, with other sources of shelter, will help generate more opportunities to do that.

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