Tiny Taverns

Heart-Warming Fantasy!

The story you tell with Tiny Taverns is one of friendship, a group of former adventurers running a tavern together. This tavern happens to exist in a fantasy world, replete with monsters, magic and cheerfully-crafted menus (and hijinks!)

Using the rules in this book, you'll be able to play to tell new heartwarming stories in this slice-of-life inspired TinyD6 narrative RPG! It's a new storytelling game powered by an revised iteration of TinyD6, more akin to Fate or Powered by the Apocalypse, but still the same minimalist nature you love!

Character creation is simple, fast, and exciting. You pick your character archetype based on the exciting stories your Game Master is going to tell, you pick a few Traits that each grant a single benefit, and you're done!

As a group, you'll work to create the world you exist in, as well as identify the sort of tavern, home, inn, or other enterprise you've decided to support with your friends! This setting will be your groups, from the ground up!

How To Play

Tiny Taverns uses a lightly-hacked version of the TinyD6 system, a simple, fast, and dynamic ruleset to handle actions. It is the same system utilized by successful minimalist tabletop roleplaying games like Tiny Dungeon, Tiny Wastelands, Beach Patrol, and most recently, the upcoming Tiny Cthulhu! 

TinyD6 uses up to three six-sided dice as part of action resolution. If you roll a "5" or "6" on a die, your check succeeds. Most checks are made with two dice. However, if you are deemed to have "advantage" on a roll, you gain a third die to roll. If you have disadvantage, you lose a dice (rolling only a single die). All other rules are derived from this fast, light-touch resolution mechanic. 

Character creation is simple, fast, and collaborative. You pick one or two of eight Heritages (such a humanselkiefirbolg, or even pooka), which each grant at least two Heritage Traits. Then you choose a few additional Traits to describe your character, like “Barfighter,” which makes the character adept at fighting in crowded spaces, or “Iron Stomach,” which allows the character to eat poisoned foods without becoming ill, or "Trash Talk,” which provokes opponents with barbed insults! 

Additionally, players invent Proficiencies, representing areas of the character's expertise, a Tavern Trade, which is their unique role in the tavern, Belongings, which is stuff they always have on-hand, and their Belief, a guiding principle they always try to follow. Finally, players forge Relationships, the bonds and connections they depend on to get through the day. 

Characters aren't the only things players invent. They also create "The Tavern," the establishment where they all live, work, and hopefully prosper! In this context, The Tavern can be any hospitality-based establishment, as mundane or fantastical as players wish! It can be a flying tavern, a dragon resort, a trans-dimensional wizard boarding school, or a cover for a guild of spies and thieves! Players create unique rooms for the Tavern (including their personalized quarters), invent NPCs to populate it, and establish the things that make their tavern famous. The GM derives adventure hooks from this baseline, building on this lore as the game proceeds. 

From there, GMs let players guide them through their characters' daily lives, adding chores, challenges, and other complications throughout the day. GMs can invent their own story pitches as escapades or "episodes" in the tavern, or they can utilize any of Tiny Tavern's storytelling resources, such as the included "Episode Generator," which creates fantastical story hooks on-the-fly.


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