Hmmm.. personally I dislike the awkwardness and contrivedness of putting the PC's suddenly together. When my players make a party, they already know eachother.
- they grew up together, but have ambitions above and beyond what can be offered by the 'small farming community' type
- they grew up together and their hometown is somehow in danger and the PC's as a group of friends with some unusual skills (assuming that Joe Regular are all 'Commoners', the obviously the 'classed' PC's are more able to deal with things)
- without getting into details as a DM, the group for whatever reasons the PC's think of themselves, somehow know eachother (some may be related, others know eachother for years, others less long etc. is all up to the individual players how they want to fit their individual backgrounds into the group, and means that the hashing out of the party can take a session in and of itself without getting any adventuring done)
With the first two scenario's I often make a group of 'rivals'. The town bullies, or a group of more friendly rivals etc. whom the PC's may encounter any time anywhere and who are continuously trying to outdo the PC's (is great fun, because this allows for some 'antagonists' which are not real enemies whom you can slay, you have to roleplay your way out of situations)
As for the tavern scenario, I have no problem starting an ADVENTURE that way, i.e. 'resting after your last adventure, you sit drinking and mulling your options when....
I personally do not believe that one should avoid a cliche just because it is a cliche. The fact that it is used so often is simply because it is a natural sort of way to start an adventure. Also, depending upon the experience of the group itself, it could well be that the players themselves have no real problems with starting an adventure this way, so it's fine with me...
The point of the game is to have fun, and as long as the PC's and yourself enjoy and have fun with such a relaxed start of an adventure, I do not see any reason not to use it....