Supergirl protects Ruthye and then gets involved in the younger girl's revenge mission. In Supergirl: Woman of Tomorrow, the quest begins when Supergirl goes to an alien inn and witnesses Ruthye being robbed by a mercenary.Together, they begin planning the downfall of an alien overlord. In Way of the World, Supergirl meets a Krallian Green Lantern in the terrace of an alien tavern.Paul Cornell says the trope hadn't occurred to him when he wrote the scene, but he's glad it plays into something like that. The coincidence that contrives to bring together so many dimensional adventurers and agents also keeps them there, telling stories that in some way involve The Dreaming and The Dream King. The Sandman volume World's End takes place entirely in an Inn Between the Worlds.When Eugene mentions he doesn't have a party to take Xykon on anymore, Right-Eye shouts "Hey! Who in this tavern is an adventurer?", and everybody else in the room raises their hand, even the waitress. In Start of Darkness, Right-Eye meets Eugene in an inn to attempt to convince him to resume carrying out his Blood Oath against Xykon.The back cover blurb reads "Like all good stories ever, this one starts in an inn!" and in a fit of undoubtedly intentional irony, the book actually doesn't, and the inn scene quoted above happens near the end of the book. He is greeted by Elan, who says that to have a reasonable chance of finding willing party members, he must not only be in a tavern, but also sit in the corner, stare sullenly into his mug of ale, and wear an eyepatch. In On the Origin of PCs, Roy attempts to recruit party members on the street unsuccessfully.Legends From Darkwood involves several scenes with characters posting jobs or looking for jobs in "adventuring" posting to a bulletin board in an inn.This very quickly leads to You All Meet in a Cell. The third one wanders in by coincidence and joins in the fight. Samurai Champloo: Two of the three protagonist meet at a tea house, where they immediate start a massively violent bar brawl.Eventually the arrangement became formalized and the guild was created to bring adventurers and job listings for adventurers to one place. Because adventurers between jobs often hung out at this one bar, people looking to hire adventurers went to that bar and wait for people they could hire to show up, and adventurers learned that prospective employers would go there, and visited to look for work. The Adventurer's Guild in Goblin Slayer started out as a favored watering hole for adventurers between quests to eat, drink, and swap stories.It is played with in that this is at the tail end of Grishas' own journey before he would become a doctor, marry Carla, and have a son together: Eren Yeager. Keith Shadis brings an apparently amnesiac Grisha Yeager to a tavern for drinks, where Grisha meets Carla his future second Wife. It's also quite easy to play for laughs, emphasizing the comedy potential of enjoying a few pints down at the pub and deciding to go out and slay a dragon with your new-found acquaintances. Some people even use the trope deliberately as an invocation of gaming tradition. Taverns are the center of social life in many cultures, making for a good place to meet new people, and food and drink are good for bonding with new acquaintances. On the other hand, cliched as it may be, it really is a logical opener. David Morgan-Mar, of Irregular Webcomic! and Darths & Droids fame, provides a list of less overused ways to start an adventure, as do the folks at the dice of doom blog. The 3rd Edition Dungeon Master's Guide for Dungeons & Dragons, in a list of ways to bring a party together, dubs this "The Cliche". Actually starting an adventure with the words "So, you all meet in an inn." may be seen as roleplaying's equivalent to " It Was a Dark and Stormy Night." Thus, a lot of sources advise against using it, and give pointers on how to avoid it. This trope is Older Than Print - no less an author than Chaucer had his adventuring party meet in an inn - but it later began to be considered a Discredited Trope through overuse.
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