For quite some time now, I've been toying with the notion of breathing new life into our old, dusty IC tavern, which has seen more cobwebs than customers lately. Instead of the usual character encounters filled with whimsical antics, I'd like to transform it into a hub for short quests, much like you’d find in a classic D&D campaign. The twist? Instead of meticulously crafting each quest, we’ll let the fates decide with a roll of the dice! Picture this: any character from a medieval-esque fantasy realm, regardless of class, gathering at the tavern to unwind after a long day of adventuring, indulging in hearty meals and frothy drinks, while the air buzzes with the potential for spontaneous conversation.
As the evening unfolds, I, your ever-dutiful GM, will roll the dice to unveil tantalizing rumours that will steer the chatter in unexpected directions. Who knows? One moment, they might be discussing the merits of a good ale, and the next, they could be debating the whereabouts of a missing dragon egg! To add to the excitement, there will be a noticeboard inside the tavern, where more information can be gleaned, again determined by the whims of the dice. This way, every quest will be a delightful surprise, keeping everyone on their toes and eager for what’s to come.
The beauty of this setup is that players can bring multiple characters to the inn, each with their own quirks and motivations. When a quest arises, it’ll be up to you to decide which character will take the plunge into adventure. Will it be the brooding rogue with a penchant for trouble, or the overly enthusiastic bard who thinks every quest is a chance for a new song? The possibilities are endless, and the randomness of it all will ensure that no two evenings at the tavern are ever the same. So, grab your dice, settle in for a night of merriment, and let the quests unfold in the most hilariously unpredictable ways!
As the evening unfolds, I, your ever-dutiful GM, will roll the dice to unveil tantalizing rumours that will steer the chatter in unexpected directions. Who knows? One moment, they might be discussing the merits of a good ale, and the next, they could be debating the whereabouts of a missing dragon egg! To add to the excitement, there will be a noticeboard inside the tavern, where more information can be gleaned, again determined by the whims of the dice. This way, every quest will be a delightful surprise, keeping everyone on their toes and eager for what’s to come.
The beauty of this setup is that players can bring multiple characters to the inn, each with their own quirks and motivations. When a quest arises, it’ll be up to you to decide which character will take the plunge into adventure. Will it be the brooding rogue with a penchant for trouble, or the overly enthusiastic bard who thinks every quest is a chance for a new song? The possibilities are endless, and the randomness of it all will ensure that no two evenings at the tavern are ever the same. So, grab your dice, settle in for a night of merriment, and let the quests unfold in the most hilariously unpredictable ways!

"Might be a chance to brush the dust off the armour, so why not."

It's best to have more than one character, as the random quests might require unique skills that only certain characters possess. So, hold off on presenting any characters just yet; let me first get the tavern established and lay down the fundamental rules.

If the quest is determined by a random dice roll, I recommend that we first identify the quest details and then roll the dice to determine the character class required for it. Having multiple characters of different classes available at the tavern will increase our chances of successfully taking on the quest. If this randomness is the point of the game, then it will make for an interesting playthrough.
Should we then put up FF stats on these characters?
Sir Simon de La Croix wrote:
Should we then put up FF stats on these characters?
Sorry about the delay. Long discussion with Gevi on FF, TT and WHFRP. I hadn't planned on using FF role play mechanics, but if you're okay with it, we can go ahead. TT is better but for total rp, I'd say WHFRP.
I've only used D&D stats and rolls and now a bit of FF, but I don't mind learning any system so long as it's explained and people are patient as I learn it.

Fighting Fantasy is designed for solo adventurers, while Tunnels and Trolls is meant for group gameplay. However, Warhammer Fantasy Roleplay provides the most polished mechanics, albeit with greater complexity than Tunnels and Trolls, which serves as an extension of Fighting Fantasy and is well-suited for character creation.
I propose that we finish the Fighting Fantasy storyline first. After that, we can apply the same Fighting Fantasy rules for our initial tavern quest, and later consider transitioning to Tunnels and Trolls.
I propose that we finish the Fighting Fantasy storyline first. After that, we can apply the same Fighting Fantasy rules for our initial tavern quest, and later consider transitioning to Tunnels and Trolls.
Aurbin wrote:
Fighting Fantasy is designed for solo adventurers, while Tunnels and Trolls is meant for group gameplay. However, Warhammer Fantasy Roleplay provides the most polished mechanics, albeit with greater complexity than Tunnels and Trolls, which serves as an extension of Fighting Fantasy and is well-suited for character creation.
I propose that we finish the Fighting Fantasy storyline first. After that, we can apply the same Fighting Fantasy rules for our initial tavern quest and later consider transitioning to Tunnels and Trolls.
I propose that we finish the Fighting Fantasy storyline first. After that, we can apply the same Fighting Fantasy rules for our initial tavern quest and later consider transitioning to Tunnels and Trolls.
I’m good with whatever you decide and enjoy the Fighting Fantasy storyline, so I’m happy to continue and complete it.

Class roles.
1. Artificer
2. Fighter
3. Bard.
4. Cleric
5. Druid
6. Scholar
7. Mage
8. Monk
9. Paladin
10.Warden
11. Rogue
12. Witch
In the event that multiple characters share the same class, each will roll a 1D6, and the character with the highest score will take the quest.
1. Artificer
2. Fighter
3. Bard.
4. Cleric
5. Druid
6. Scholar
7. Mage
8. Monk
9. Paladin
10.Warden
11. Rogue
12. Witch
In the event that multiple characters share the same class, each will roll a 1D6, and the character with the highest score will take the quest.
Aurbin wrote:
If the quest is determined by a random dice roll, I recommend that we first identify the quest details and then roll the dice to determine the character class required for it. Having multiple characters of different classes available at the tavern will increase our chances of successfully taking on the quest. If this randomness is the point of the game, then it will make for an interesting playthrough.
Let's kick things off with a little experiment. For those who are interested, go ahead and roll for your first character's class from the list, then let's see if you have a character that fits. Your first character can be your main character and will be at the tavern. Once you have the details of the quest, I will roll for the specific class needed, and if you feel inspired, you can introduce your second character. This way, you can choose either your first character or your second.
Casting the dice.
Edit: Artificer. I have a few candidates for this role.
Edit: Artificer. I have a few candidates for this role.
rolled 1d12 and got a natural 1.
Here we roll!
Yes, we have a cleric. (How do you want them; possessed or exorcised?)
Yes, we have a cleric. (How do you want them; possessed or exorcised?)
rolled 1d12 and got a natural 4.
Sir Simon de La Croix wrote:
Here we roll!
Yes, we have a cleric. (How do you want them possessed or exorcised?)
Yes, we have a cleric. (How do you want them possessed or exorcised?)
That's up to you.

My second will be the young man who brought Balaron an unusual trinket. Once you've rolled the dice for class at the tavern, I'll add him to the story.
Here goes.
He, he. One of the most common classes.
He, he. One of the most common classes.

rolled 1d12 and got a natural 2.
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