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* AnachronismStew: Among the events you can host are Viking and pirate costume parties.



* YouHaveResearchedBreathing: From the start, you can buy extra chests to store ingredients in, but ''storage'' is far down the research tree. The difference is that cooks won't take ingredients from the latter, and they don't cause annoying popups when they're emptied.

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* YouHaveResearchedBreathing: From The ability to have two kitchens must be researched. Before then, the start, you can buy extra chests to store ingredients in, but ''storage'' is far down the research tree. The difference is that cooks game simply won't take ingredients from the latter, and they don't cause annoying popups when they're emptied.
let you buy a second serving counter, no matter how much money you have.
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* AluminumChristmasTrees: Yes, [[https://www.medievalists.net/2009/03/fast-food-in-medieval-europe/ takeout food]] existed in medieval times.

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* %%* AluminumChristmasTrees: Yes, [[https://www.medievalists.net/2009/03/fast-food-in-medieval-europe/ takeout food]] existed in medieval times. %%move to trivia page later



** An ''empty'' drink barrel costs somewhere around 400 gold- enough to buy two chairs.

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** An ''empty'' drink mead barrel costs somewhere around 400 700 gold- enough to buy two chairs.a table sized for four people.



* GameplayAndStoryIntegration: As a medieval tavern, your lighting consists mostly of open flames. This is why outdoor dining areas are a chancy idea; any rain will extinguish the torches there and make the areas useless (since customers refuse to sit in the dark).

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* GameplayAndStoryIntegration: As a medieval tavern, your lighting consists mostly of open flames. This is why outdoor dining areas are a chancy idea; any rain Outside open-flame lights will extinguish be extinguished on rainy days and affect the torches there area's light level accordingly. Enclosed lanterns don't have this problem.
* YouHaveResearchedBreathing: From the start, you can buy extra chests to store ingredients in, but ''storage'' is far down the research tree. The difference is that cooks won't take ingredients from the latter,
and make the areas useless (since customers refuse to sit in the dark).
they don't cause annoying popups when they're emptied.
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''Tavern Master'' is a SimulationGame by Untitled Studio and Creator/WhisperGames. Unlike most simulators, it has no plot, focusing solely on the experience of building your own tavern in a LowFantasy world. A variety of drinks and decor types enable the player to earn money how they want, be it a cozy local pub, an expensive restaurant, or a seedy LoveHotel.

The game is also notable for its detail. Weather changes affect customer numbers, prices can be changed, and candles must be replaced lest the lights go out. Each customer belongs to a certain class of society, and wealthy taverns will be threatened by less legitimate intruders.

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!!This game includes the following tropes:

* AluminumChristmasTrees: Yes, [[https://www.medievalists.net/2009/03/fast-food-in-medieval-europe/ takeout food]] existed in medieval times.
* BreakingTheFourthWall: If occupied furniture is moved or sold, the customers who were using it will get angry and leave the tavern (even if empty seats are available...).
* CommonPlaceRare:
** Wine will be unlocked long before milk, and adventurers must be specially commissioned to obtain ''cheese''.
** An ''empty'' drink barrel costs somewhere around 400 gold- enough to buy two chairs.
* EasyLogistics:
** Most goods simply appear in storage after they've been bought- shipping time is nonexistent.
** The game automatically calculates how much candlewax the tavern needs and buys it on a daily basis (assuming the tavern has enough money to pay for it). Only tavern-related goods appear in actual quantities that must be manually tracked and replenished.
* GameplayAndStoryIntegration: As a medieval tavern, your lighting consists mostly of open flames. This is why outdoor dining areas are a chancy idea; any rain will extinguish the torches there and make the areas useless (since customers refuse to sit in the dark).

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