You All Meet in an Inn - TV Tropes
The lesson here isn't that you can meet an eligible someone at a bar; it's that you can I gave him a quick glance, decided he was pretty cute in his button-down. What to Say to a Girl You Meet at a Bar . It was at this time that he began to feel immense pressure from the cancer lab he worked in and began to explore other. He was marked, you figured, for the sort of life that peaks in high school. That's how it's supposed to work, right? The good-looking, self-assured.
Which still doesn't stop them from fulfilling this trope since the barkeep, Callahan, turns out to have specifically opened the bar so he could recruit people to help him save the world.
Happens a few times in Discworld: They mostly know each other and are on edge because Teatime is late to meet them and tell them what their assignment is. Then, it turns out the place never had waiters Lampshaded by Vimes in Jingo: Not precisely an inn nor are they all necessarily on friendly terms with each otherbut the common interest of staying at Rotherwood for the night on the same night at the start of the story is what brings most of Ivanhoe 's main characters together for the first time.
The modus operandi of the short story series The Astral Cafe is the main characters sitting around a restaurant until they are needed to go on an adventure. The short story The Crystal starts with this, and even provides a nice bit of narration to lampshade it.
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Justified in the Ironclaw novel Dream Carvers, based on one of the author's campaigns. Baron Treeden was specifically looking for Capt.
Salvatoreone of his house's Privateersand Sister Annarisse in turn was trying to find the baron, to whom she'd just been assigned as a confessor. The Name of the Wind In Animorphsthe characters all meet in a mall. And just happen to be walking home together when they encounter the Call to Adventure. Where he meets another such player character's character — because they both sense something is wrong.
The rest of their party, however, is collected by a wizard who's noticed there is something wrong about them. But they are all in the inn when a party of adventurers arrive and die, and the only way to resolve the problem is to set out adventuring in their place.
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In A Song of Ice and Fire Bronn's adventures with Tyrion began after Catelyn persuaded him and a group of knights at an inn to arrest Tyrion for allegedly pushing her son Bran off a tower. This paid off after he championed and won a trial by combat for Tyrion, and he's been following him around since at least until Tyrion gets falsely accused of and arrested for murdering Joffrey, and Bronn is bribed with a lordship in order to send him away.
The Dragon Waiting begins with three chapters separately introducing the three protagonists, and then the fourth chapter is set some time later at an inn where they are, more or less coincidentally, all staying as guests. Events cause them to become acquainted and to join forces.The Human League - Don't You Want Me
First averted in The Wandering Inn where the main character finds an abandoned inn in the wilderness. Later played straight as the inn begins to attract customers and regular visitors. Cheersthe show that's entirely about a bar, its employees, and its patrons. Matt Murdock, Karen Page and Foggy Nelson get dragged into the mess of the Punisher manhunt due to Grotto, the sole survivor of a Punisher attack, stumbling into Josie's Bar while the trio are there playing an after-work game of billiards.
Several inns at the Riverlands facillate chance encounters between characters. This is justified because the Riverlands is the networking region that connects all the major kingdoms so it would be common for travellers to have surprising chance random encounters.
I have an overwhelming urge to go to the nearest inn and meet a pair of strangers who will help us in our quest! Delta Green has "you are all called into the briefing by a handler", although there's much fun on HOW you are called.
The 10 Girls You Meet at Every Bar
Feng Shuiwhich makes no effort to hide the fact that everything in the game that's not a fight scene is a mechanism to get to the next fight scene as quickly as possible, demands this. GMs are instructed to decide where all the players will be when the story begins, and then simply inform the players of this unassailable fact. Players must then give a reason for why their character is at this place, with rewards given for reasons that tie well into their character's backstory in some way.
You're all in a restaurant. I heard a rumor that some operatives for the shadowy cabal that kidnapped my sister like to eat here and I'm staking the place out. Since my character's very poor, he's been taking odd jobs lately to help pay the bills.
I'm cleaning tables here. This game has its own version: Johnsons" all over the country are looking to hire shadowrunners to do their dirty work. Lampshaded in one of the Shadowrun novels, in which an employer admits that her name really is Johnson after screwing her hirelings over.
Since Johnsons often treasure their anonymity, places like bars, taverns, restaurants and nightclubs are often where runner teams will meet up. White noise generators help ensure privacy from anyone trying to listen in.
Some establishments who deal more regularly with the shadowrunning business often have booths with built-in white noise generators to allow for private meetings between Mr. There's also the "Stuffer Shack" convenience stores.
One module has the PC's patronizing such an establishment when it gets robbed. The modern-day equivalent is "You All Meet at a Nightclub". Given the typical diet of the denizens of, say, Vampire: The Masqueradeyou could easily see the nightclub as just another inn, providing food, drink and entertainment.
In Eberronthe city of Sharn has two adventurers' district. Those districts both have taverns that are specifically designed to serve this trope: Incidentally those taverns tend to be owned or be operated by retired adventurers. These taverns also tend to have irregular shapes, and intentionally poor lighting, so that they have more shadowy corners than usual. Warhammer 's WFRP rulebook justifies this trope: Thick-headed with too much ale, they agreed to take on a job from a mysterious merchant now believed, after several divinations, to be an agent of the Red Wizards who sent them into the Troll Hills, which is the last anyone ever heard of them.
Special mention has to go to the 2nd Edition module "Reverse Dungeon", where the players are a group of goblins trying to save their tribe from an apparently endless stream of adventurers. The way the module suggests they achieve this is to destroy the tavern, so that the heroes can't recruit replacements for their fallen comrades.
That, of course, made it a convenient place for adventures looking to strike rich in Undermountain to gather. In the sample dungeon the PCs could gather at the Green Dragon Inn in the city of Portown before going on an adventure. As background you inform them that they In Eclipse Phase"you all wake up in a resleeving facility " is a standard start to an adventure, including the example in the manual.
For instance, Cayden's Hall in Absalom is a temple devoted to Cayden Cailean god of freedom, adventurers, and boozemeaning it's part-temple, part-boozefest, part-rallying point for anybody who wants to go off and punch evil and tyranny in the face. Exalted has this built into certain locations for ease — like in Nexuswhere no-one is allowed to eat alone after dark, so it's easy to just say, "You're all in Nexus, it's nighttime, so you all had to sit at a table together.
Tales from the Floating Vagabond deliberately shortcuts this trope by making the primary setting an Inn Between the Worldsone which can pluck new customers from across time and space thanks to a device the landlord installed on the entrance. There was an early lampshading of this in Adventure 2 Research Station Gamma.
The characters are space travelling ex-Navy, Scouts and whatnot, and where do they all meet? All of them had the great idea to go there and now don't have enough credits to get off this hole. Of course the adventure then takes exactly the course you would expect from this beginning it's a dungeon crawl, just in a high-tech psionics research station. Adventure 0 The Imperial Fringe plays it straight. The Referee is encouraged to tell the players "You're all sitting in the Starhaven tavern".
The PCs quickly get into a Bar Brawl and meet their patron, who gives them a mission that will take them the length and breadth of the Spinward Marches.
The boardgame Tomb by AEG has a board that consists of two sections. One is the titular Tomb, full of monsters, traps, and treasures galore. The other section is the Inn, where you build your party to invade the Tomb. Red Dragon Inn is an inversion.
The entire game takes place back at the Inn after the grand adventure, where the adventurers gamble and attempt to drink each other under the table. Shadowkind like the places because it reminds them of the inns of their homeworlds, and "many an adventure has started with a chance meeting in the dark corner of a Prancing Pony franchise".
RuneQuest 3rd Edition boxed set, "Gamemaster Book". The last part of the book is an introductory adventure in which the PCs start off by meeting at the Bouncing Buffalo Inn. The various travelers get stuck there when rumors of impending war cause the closure of the border crossing. Video Games Age of Empires: Baldur's Gate At the start of the first gameyou are placed at the entrance to an inn.
Then, for the first part of your adventure, your stepfather tells you to meet some friends in a nearby inn. The second game includes an inn The Copper Coronet where a total of three potential party members make their first appearances. Most party members, should you drop them, will wait for you here.
The minor as much as an Ancient Red Dragon can be "minor" villain Firkraag exploits this very trope. He waits at the Copper Coronet for adventurers he can trick and toy with. After all, a Red Dragon is just a few steps away from a cat. In Bladestorm The Hundred Years Warthe tavern is where you get new contracts, upgrade your weapons, meet fellow mercenaries and recruit new squads.
In Darklandsinns and taverns are where you start the game, and where you can hire and fire members of your party.
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Originsafter the basic party is assembled and and the main quest starts, the characters stop at the village of Lothering and meet the first potential new follower at the local inn. The next potential follower is located literally down the road. From the Dragon Quest series: Dragon Quest IX which the picture at the top of the page is from has Patty reprising this role as a Continuity Nodalong with a few helpers to handle the WiFi aspects.
But what to say to a girl you meet at a bar? The good news is that this is a lot simpler and more straightforward than you might think. There are no magic bullets, just a series of techniques that any man can apply to his benefit. Read on to learn more about what to say to a girl in new situations. We start with this because it allows you to get her laughing, smiling and relaxing.
Compare this to more serious conversation that typically opens an interaction. Banter, on the other hand, allows the two of you to start out by having fun together. Getting discouraged and giving up will kill your game almost every time. This means that you can say just about anything that you want. Cultivate the stance of a playful puppy or a little boy, self-amused, not seeking approval from others. Banter Is Only an Opening: Showing an Interest Banter, however, is only a start.
You want to move the conversation to somewhere more substantive so that the two of you can get to know each other and begin creating a connection.