Showing posts with label Inn. Show all posts
Showing posts with label Inn. Show all posts

Sunday, 28 April 2024

Building History (We All Met At An Inn)

The Bull 

East End boozer near Tower Hamlets Cemetery Park and on the edge of Limehouse, West India Docks, narrowly missed by Nazi bombs during the war and now a hangout for peculiar characters of all kinds. 

Owned by: Ex-IRA (silent partner). 

Publican of record: Charlie Brown (not the Charlie Brown), someone who everybody knows. The police may or may not realize he's a front for the Ex-IRA. Edom certainly knows. 

The Brewer: Bowman Brewery, vans coming and going at odd hours. 

Watched by EDOM via Maggie Canter, Church Scavenger (p96 Field Manual). 

Let’s talk history. 

For a major plot location like this it’s reasonable to assume that it has two kinds of history. One is the historical record, things that happened a while ago, probably before the characters were born. A cathedral in a fantasy setting might have been on that spot for hundreds of years. A brutal slum might have been there for several generations. That wizard’s tower might have been there since the beginning of time itself. 

The other is the characters’ history, their lived experience. 

They may not know about the historical record, but it’s a certainty they know about their own history. That time they had the lock-in and danced on the tables till dawn. That time the lads from the estate started a fight and got a kicking. That time the police came to break up a fight and got thrown out but came back again, in force this time, and everybody spent a night in the cells. Snogging in the toilets. Watching the 5th November fireworks display from the upstairs window.  

None of this may matter to the historical record, but it matters to the characters. It forges a connection with the adventure hub, which will play into future scenes. In games were Trust is a mechanic, it directly influences Trust and therefore conflict, which is future plot.  

Just as before this is a Four Things moment. The historical record gets at least four, and the character’s history gets four. There is a difference, though. Where the Director usually specifies the Things, this is one time where you let the players have their way. 

Let’s talk about the historical record first. 

Dracula Dossier has a convenient dividing line for the historical record. There’s the 1890s, the War, the 1970s and the current era. Not every system is as helpful, but since this one has been it seems only fair to divide the historical record’s Four Things along those lines: one Thing per era up till the 1970s, and then the Fourth Thing which could easily fit into any of the eras. 

With all that said: 

  • 1890s: then known as the Black Bull, this coaching inn had underground stables which became notorious as a smuggler’s haven; it was said at the time that tunnels leading out from the stables emerged in a dozen different places. The stables were supposed to have been filled up in the 1890s due to subsistence problems. 
  • 1940s: a bombing raid flattened the old Black Bull, killing the landlord and four other people and injuring a half dozen more. The spot remained an open crater till the 1950s, when the modern Bull was built. 
  • 1970s: a series of slasher murders came to an abrupt halt when police raided the Bull and the bartender Duncan MacNeil was arrested. He committed suicide before trial. [Edom may or may not have been involved.] 
  • FOURTH THING. 

As before, the Fourth Thing will depend on what variant you shoot for. In this example I'm shooting for Supernatural: vampires are the result of magical or other supernatural activities on Earth; spirits, ghosts, witchcraft and the like. 

So, the Fourth Thing in this example is: the lights either don’t work properly or are being interfered with in some way. It seems to happen most often during the summer; lights are seen on when they shouldn’t be and flicker off without warning. Tradition has it that this is ‘the spook’ monkeying with the electrics, and depending on who you talk to that might be the ghost of murderer MacNeil or some long-forgotten smuggler in the filled-in tunnels down below. 

That’s the historical record. I’ve gone into a little more detail on these four things as the Bull is the adventure hub. It stands to reason that the characters will be spending more time here than anywhere else.  

What about the lived experience? 

This is where the players come in. There should be a minimum of Four Things and the players should collaborate on what those things are. This may or may not happen in Session Zero. The important point is, this is their history. They get to decide what happens. If it physically changes the location in some way, then the location changes.  

For example, they could say that there was a big fire a few years back that damaged the Bull. Maybe that’s why the second bar upstairs is no longer used. There could be smoke damage or boarded up windows/doors as a result. That’s a change you may not have anticipated, but it happened, so now you work with it. 

In the ideal each player gets to contribute one thing. If your group conveniently has four players then you get four things. If you have five, then it’s five. This is one of the few occasions when it’s a good idea to break the Four Things rule, and it’s only a good idea because it’s the players doing it. They might not remember things you decide or say. They have a much better chance of remembering what they decide or say. 

You want to give the players as much freedom as possible but there are going to be boundaries. You can't let a random decision break plot. The Bull has to be the Bull; it can't be under new management, or burn down, or not be close to Tower Hamlets Cemetery Park. Those are plot-defining characteristics. Equally you don't want to give the characters access to too much power from the jump. The Bull can certainly have a London white van which the characters can borrow from time to time. A quartet of matched tuned-up Maserati GrandTurismos? No.  

So! The History.  

Next week: Rival Groups.

Sunday, 14 April 2024

We All Met At An Inn (RPG All)

Yes, I know. 

It's the perennial bugbear. The cliche to end all RPG cliches. The adventuring party has to meet somewhere. Why not an inn?

I recently picked up a copy of Curse of Strahd and was unsurprised to see this very idea floated in the first adventure hook in the book: The characters start their adventure in an old tavern, the details of which are for you to describe. It's an old perennial. It crops up everywhere.

Why not? You've got to start somewhere. 

The problem is, the more you rely on an old standard the less satisfying it feels. Sure, you need to start somewhere. Yet if you start with something boring that's not a good lead-up to the adventure that follows.

What would make it more interesting? 

It's your local. Nameless tavern number 368 in a life full of nameless taverns is not a good start. What if you and your mates have been coming here all your lives? What if you have history with this place? It may even be your family that owns it, the proceeds from your adventuring that keep it afloat. The more stake the characters have in the location, the more likely they are to feel happy about being there. Variant: it's not just your local, you own the place. If you don't look after it, who will?

There's something odd about this place. Just Another Tavern? What if this one's haunted? What if the whole thing is built inside an elemental, frozen in place? What if the inn is secretly run by magical cats that are constantly underfoot? What if the beer is brewed by a God, or at least a Demigod? At least make this place stick out in the characters' minds. They may want to come back here one day; it'd be great if there was a here to come back to, not Just Another Tavern.

There's something very odd about this place. If the tavern is a front for the Zhentarim, or Edom, then it probably looks pretty normal on the outside. That's the whole point of places like these. They don't attract attention. They may be perfectly normal. Pay no attention to the peculiar carts and vehicles that come and go at all hours of the day and night. Don't go looking for secret doors or hidden passages. You won't find any. I swear.

There's something very odd happening right now. Even the most ordinary tavern becomes very interesting when someone sets it on fire. Or perhaps someone important to the ongoing campaign is paying it a visit. Ravenloft, for example, has the bard Darklord Harkon Lukas roaming one of the realms looking for new entertainers to join his act. If someone like that is performing onstage, the inn suddenly becomes a thousand times more interesting. Edom has any number of peculiar characters who might do the same. The Madman might frequent the local bucket of blood, or the Ex-IRA might show up as the behind-the-scenes owner of this particular establishment. Maybe they'll become the characters' patrons. Maybe they'll let slip some important clue.

It has a peculiar history. This works very well in settings like London, where there's an established history that goes back centuries and it's not uncommon for pubs to have a past that goes back to the Tudors.  Sure, everything's normal now. At least, it seems that way. But fifty years ago there was a string of horrible murders, or a cult, or a conspiracy, and at this very inn ... 

It's not really there. What if the adventurers are only dreaming? Or hallucinating? What if the inn only exists because of a shared delusion, perhaps inspired by a peculiar book that the characters all read, one that doesn't want to leave their minds? Let's say this is Ravenloft. In that setting there is a realm called I'Cath, infested by ghosts and hopping vampires. This is a realm with two sides, one of which is trapped in the throes of an eternal dream. Suppose the inn only exists on one side of that paradigm? The inn might be part of the dream version of I'Cath and the characters may only experience it by being part of the dream; God and the DM alone know where their bodies are in the waking world. If this were Cthulhu, and the inn only exists in the Dreamlands, then the characters might be in very different parts of the waking world. You could run a sprawling campaign with characters based across the planet, who meet each night in the Golden Cat to discuss their adventures and plan new ones.

That's it for this week! Enjoy.


Sunday, 10 January 2016

Forgotten London: The Pub (Trail of Cthulhu, Bookhounds of London, Night's Black Agents)

'"What do you mean, forgotten?" I hear you ask. "There are pubs all over the place! Why only last night I drank myself stupid at the Dog and Phuc, the new Vietnamese gastropub on the corner. Surely you're mistaken!"

Yes, there are pubs in London. Quite a few of them in fact, but most if not all of them aren't pubs as someone drinking during the 1930s would have known the breed. Let's talk about some of the differences.

Most of the information I have on this subject comes from The English Pub, by Peter Haydon. 

Before the 1890s the pub was a very different animal. Each public house was an independent, owned by the same person who operated it. Each owner could buy beer from whoever he or she liked, and it was very common for pubs to brew their own beer on the premises. Each pub had its own character, no two being quite alike. The owner decided the style, and that meant a riot of differences, of color, of idiosyncrasy. There were also many more breweries active then than there are now, ensuring that there was plenty of choice in what you drank.

However by 1890 the economy was getting softer, and breweries were finding it much more difficult to make a living. In 1899 the bottom dropped out of the market altogether. Breweries went to the knacker's yard, selling their stock and property at bargain rates. People stopped building pubs. What was the point, after all? Nobody was going to invest money in a failing venture.

In 1890, for instance, there were 11,322 independent breweries operating throughout England. By 1900, there were only 6,420. The number of pubs that brewed on the premises also sharply reduced over the same period, from 12,417 in 1880 to 1,447 in 1914.

This didn't just mean financial ruin. It also meant that, if you intended to survive these apocalyptic times, you had to be smarter, more ruthless, and more efficient than your competition. You had to dominate your market. Northern breweries were the first to realize this, and they began buying up pubs left and right, claiming the market by claiming the supply chain. Then everyone else wanted to get in on the act, and before long the breweries went into a pub-buying frenzy.

This led in turn to a sudden spike in pub construction. Not so much in new pubs - those were still a drug on the market - but in refurbishing the existing ones. Look at it from the owner's point of view. You know the brewers are going to be knocking on everyone's door. Unless you're addicted to independence, and poverty, you want to sell, and for the best possible price. You need to convince the brewers that your pub is the very best in the locality, with plenty of thirsty customers. Which pub is the best? Why, the largest pub, of course. Does your pub really need a ballroom that can seat two hundred? Who the hell cares; the brewer's some damn silly Northerner who doesn't know the London market, and if you have that ballroom, the brewer will think you have the drinkers to go with it.

This is when we start seeing innovations like the Saloon Bar, the Public Bar, and a separate tap room. It's all space, and the fancier a place looks, the more likely it is that the buyer will pay top dollar. Do you have snugs, little hole-in-the-wall spots sealed off by frosted glass and wooden walls, so your drinkers can enjoy themselves in privacy? That's money in the bank. Do you have a cheaply furnished public bar for the plebs to get drunk in, and a more elegantly appointed saloon bar for those prepared to pay a little extra? That's money in the bank.

So down come the brewers and buy the publicans out. By the 1920s there are very few independents left, still fewer by the 1930s. However the grass isn't always greener on the other side. Those publicans within the brewery system are living in what amounts to indentured servitude. They owe everything to the brewer, from the beer in the cellars to the carpets on the floor, and the brewers make very sure the landlords will never get out from under that mountain of debt. After all, if they did, they might want their independence again, and that would never do.

George Orwell says as much in his essay The Clink, about an unsuccessful attempt to get thrown in prison. He spends a short time in a police court cell, where he meets, among others, a disgraced 'guv'nor.'

The florid, smart man was, it appeared, a public house guv'nor (it is a sign of how utterly the London publicans are in the claw of the brewers that they are always referred to as guv'nors, not landlords, being, in fact, no better than employees), & had embezzled the Christmas Club money. As usual, he was head over heels in debt to the brewers, and no doubt had taken some of the money in hopes of backing a winner ... the magistrates are hard on these cases - he did in fact, get four months later in the day. He was ruined for life, of course. The brewers would file bankruptcy proceedings and sell his stock and furniture, and he would never be given a pub license again.

Because the brewers own the pub, they can order things as they like. By the 1930s, this becomes a damage limitation exercise. The powers that be, which in the 1930s meant the educated middle to upper classes, have a down on pubs. They promote vice, distract the workers from their jobs, and generally are a haven for criminals. All those private little snugs, saloon bars and so forth; how is a constable supposed to police a place, if he can't see everything that's going on as soon as he walks in the door?

So the brewers bring in their in-house architects for yet another round of pub refurbishments. This time it isn't about money. It's about what we would now call branding, throwing out the old and replacing it with new. The same old new every time, in fact. After all, why go to all the trouble of coming up with a different design for each location, when you can use the same design for all of them?

However since this was very much the governing classes dictating to the governed, the 1930s designs were about creating pubs that the governing classes would like to drink in. Not that they ever would, of course. "It is all to the good that some of England's public houses should be reformed, reconditioned or improved, and made fit and decent places for refreshment and recreation of the people," said a Temperance advocate. 

This led to, among other things, an increase in the number of workingmen's clubs. In 1905 there were less than 7,000 clubs altogether; by 1935 there were well over 15,000, with a combined membership of half a million. The pubs were no longer independent, but the clubs were. They could buy whatever beer they liked, and decorate the place as they pleased. But while this may have been wonderful for the working classes, it meant that the pubs started losing customers, further contributing to an already weakened pub market.

It also led to an interesting innovation: the death of pub signs. In days gone by each pub needed an innovative and eye-catching sign, not just because its customers probably couldn't read, but also because a good sign is a form of advertising. People can say "go to the Swan, you'll never get a better pint," and everyone will know what and more importantly where the Swan is, by the lovingly decorated signage which may or may not actually be a carved Swan. However that only advertises the pub. It does not advertise the brewer, and by the 1930s it had become very important that people know the Swan, for example, is part of Fuller's, or Adnam's, or Theakston's. So the elaborate signage went on the scrapheap, replaced by signboards on the side of the building that said not only what the pub was called, but also which brewer owned it. So the drinker knows that, if he likes Fuller's or can't stand Adnam's, that he'd better go to or avoid the pubs that brewer owns.

Meanwhile the brewers began eating themselves alive. The last time the market went downhill, the brewers that survived did so because they bought up the pubs. Now there were no more pubs to buy, and the only way to stay competitive in a vicious market was to make sure there was as little competition as possible. In previous years brewery takeovers had fueled expansion, but by the 1930s they were the only way to keep the remaining breweries alive.  

So in your game, what does this mean?

It means the pub is always changing. If there's a rickety Victorian glamour palace at the corner, complete with snugs and saloon bars, it's under threat. If there's an actual independent pub in the neighborhood, it's practically the alcoholic equivalent of a unicorn, on the brink of utter extinction. No doubt the owner is being besieged by the brewers night and day, but old Charlie would never sell out. His thieving son Archie, on the other hand ... Meanwhile the dear old pub of yesteryear, with its original features and Victorian touches, could be gutted at any moment, to be replaced by fake Victoriana and horse brasses. The brewer's in complete control, until the brewer collapses under a mountain of debt, leaving confusion and chaos in its wake.

Remember, the pub is the center of the community's life. There's a reason why so many people have tried to control it over the years, from the brewers to the coppers to the blue-nosed temperance advocates who want everything to be clean-cut, British and manly. This is, after the church, the place where everyone goes. Think what it means, for example, to operate a Christmas Club, as Orwell's guv'nor did. It means you have hundreds of people coming in all the year round, contributing their pennies and shillings to the fund. It means you have regulars.

From your characters' perspective, it may be all about class. Are your Bookhounds hoping to claw their way to the upper reaches of the class system? Then you'll never see them in the public bar; rubbing shoulders with the ho-polloi is the last thing they'd want to do. Except if there's money in it, of course. At the same time the shop workers are either in the public bar or the workingmen's club on the corner, breathing fire and revolution, and voting Labour. Drinking in the right place shows where you consider yourself to be, in the scheme of things. Or where you would like to be.

Moreover people tend to congregate in the same pub, often for generations. If your pub happens to be on Fleet Street, as the Cheshire Cheese is, then it has been a newsman's haunt for many, many years, well known to literary men. So if your characters want to find a particular author, or newspaper editor, their best bet is to haunt the Cheese and wait for that person to come in. It'd be a Streetwise spend to work out which pub the person they want to see is most likely to go to. Where do the Radicals hang out? The Toshers? The medical men, the lawyers, the banker's clerks? Each group has a pub that it prefers to go to, and if the characters want to catch up with a particular person, they need to know which pub they go to.

Or say you want to play on a place's historic links. Going back to the Cheese again - an excellent pub, by the way, well worth a visit for the atmosphere alone, and Samuel Smith's does a good bitter too - there's its links with important figures like Dickens, its potential history as a brothel, and the alleged bones of murdered babies on display, all to play with.

This is a history that could be repeated again and again, in a time-spanning campaign. Something like the Dracula Dossier, for example, could feature repeated visits to the same pub over many decades, if not generations of spies. Say for the sake of discussion that the Cheshire Cheese is a meeting place for Edom in the 1890s. There's no reason why it couldn't have hosted many such meetings over the years, and feature in stories set in the 1940s, 1970s or current day. After all, the pub's still there, almost unchanging, over all that time.

As a closer, here's a brief scenario idea, suitable for Trail or Bookhounds.

The Unicorn is a pub of long standing in Blackfriar's, on Queen Victoria's Street, not far from the church of St-Andrew-by-the-Wardrobe and Blackfriar's Train and Tube station. It has links of long standing with the Worshipful Society of Apocatheries, one of the twelve great livery companies of London.  Opiferque Per Orbem Dicor and a golden unicorn has been its signage for as long as anyone can remember; both the motto - throughout the world I am called the bringer of help - and the unicorn are used by the Worshipful Society. Medical men and members of the Society frequently call on the Unicorn; you can often find the best surgeons and doctors in London enjoying a pint in the saloon.

One of its prize possession is a poem alleged to be the work of John Keats, though its authorship is disputed. Keats is known to have been an Apocathery, and it's thought that the poem was a gift to the daughter of the pub's then owner. Signed only with a K, the framed original, To A Friend, hangs in the saloon bar. 

The Unicorn is owned by the Brocklebury Brewery, Yorks, and the owners are contemplating a complete refurb. Out with the old, in with the new, and that includes the ancient signage and the alleged Keats. Then the accidents start happening; the architect, the architect's business partner, and two builders die, one after the other, each after visiting the Unicorn. Meanwhile the guv'nor's losing sleep; something's haunting the place, he claims, something that glistens black as midnight, and the strange tittering noise it makes is more than he can stand ...

Enjoy!