Way back in my Tiny Gunslinger review, I remember saying I may review Tiny Taverns one day, but not that day or the next. Well, the day has finally arrived. As of 12/5/2025, the pdf is $10.49; softcover is $24.99; hardcover is $29.99; softcover combo is $28.49; and hardcover combo is $33.49.
This has a little crunch to it, but it’s not a bad thing. The gist is the PCs own/work at a tavern. There are character sheets, but there’s also a tavern sheet complete with a section for staff. It’s set up to be a “slice of life” game that’s set in a tavern.
After the usual intro to RPGs, it’s on to Chapter 1, Basic Rules. The standard Tiny D6 rules apply for the most part, but there are more types of tests. Save tests, chore tests, notice tests, and charm tests are just a few examples of tests. There are conflicts, and they take the form of contests, quarrels, combat, and action scenes with some more specific rules for each. Then there’s combat. It’s handled a little differently. Think bar fights and oral arguments as primary conflicts. Of course, with that comes injury, physical and mental. No HP here, only minor and major injuries. 3 minor injuries or multiple major ones equal incapacitation. A major injury while incapacitated equals death. You can recover from your injuries depending on how you were injured and healing times can vary. They finish the chapter by discussing the different types of magic and how to use it.
Next is Tavern and Character Creation. The group starts with basic tavern creation. There are 6 steps to start, like: the type of establishment, its location, creating regulars, and naming it. Then create the characters. There are 8 heritages including pooka, mandrake, and firbolg. After picking traits and proficiencies, each decides their tavern trade, their job and the tavern, and it can be quite anything the GM allows. Lastly is creating some additional resources and different types of magic with some example spells for each.
Chapter 3 is During the Game. Rules on how to gain XP and what it can be used for starters, as well as moods and afflictions. It also goes into potions, tonics, and such as well as buying stuff.
Lastly is the GM’s Toolkit. This starts with advice to get your GM brain into “slice of life” gaming as opposed to “save the world” mode, not that one couldn’t go that way if the group decided to go that way. There are different mini-games that can be employed and there is a healthy variety.
I probably should have backed the physical copy at the time I did the KS and can’t really tell you what I was thinking at the time. Another good game with a slightly different angle.