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<blockquote data-quote="Crothian" data-source="post: 2009783" data-attributes="member: 232"><p>Review of Tournaments, Fairs, and Taverns by Natural 20 Press</p><p></p><p> This is one of the most universally useful books I have ever seen. It is also a fun read. Tournaments, Fairs, and Taverns is a pdf book about contests and games. They have done a great job of creating interesting games from all sorts of cultures both human and non-human. This book is seventy-four pages of fun. </p><p></p><p> The book is color with black and white art. The pictures are of people playing the various games, and not all the games are illustrated. The format is very readable with tables that really make the new rules easy to use. The games are designed for anyone to play and it would be easy to challenge low and high level characters with them. One of the great things about this book is many of these games can be slightly altered and used in any game. With even a little more work these games can even be used in other gaming systems. It’s rare that we get a book so full of ideas that can transcend genres and systems. The book has a nice table of contents but no index. The games all seem to be listed he table of contents so finding a game should be really easy.</p><p></p><p> The book begins with the basic new rules many of the games use. These are very well done and kept relatively simple for ease of play. Here is also the drinking rules, as in alcohol consumption. These rules are very well put together and can easily be used in any of the many different d20 games like d20 Modern, Spycraft, Dragonstar, and Star Wars. </p><p></p><p> Chapter two is Classic Games. In here is arm wrestling, dice games, and chases. Chapter three is Martial tournaments like fencing and archery. Chapter four is tavern games and includes some rather interesting ones like Gin and Rabbits and Stageless Play. Chapter five is Magical Competitions and many of these could be substituted as Mage Duels and other ways to prove power or pass a test to learn magical knowledge as well as for fun and games. Chapter six is Festival Games and these games are not only for larger groups, but have very cool histories along with them to show how they came into existence. Chapter seven deals with how to run the games and really gives great advice for making them the best they can be. It then goes into detail of different places that many of these games and tournaments can be played and encountered at. </p><p></p><p> I simply cannot recommend this product enough. It has wide appeal and is easily used in most campaigns. It offers a great departure from just fighting and other routine encounters. This book is well written, full of great ideas, and all for rather good price. It’s rare to see all those qualities in any single product.</p></blockquote><p></p>
[QUOTE="Crothian, post: 2009783, member: 232"] Review of Tournaments, Fairs, and Taverns by Natural 20 Press This is one of the most universally useful books I have ever seen. It is also a fun read. Tournaments, Fairs, and Taverns is a pdf book about contests and games. They have done a great job of creating interesting games from all sorts of cultures both human and non-human. This book is seventy-four pages of fun. The book is color with black and white art. The pictures are of people playing the various games, and not all the games are illustrated. The format is very readable with tables that really make the new rules easy to use. The games are designed for anyone to play and it would be easy to challenge low and high level characters with them. One of the great things about this book is many of these games can be slightly altered and used in any game. With even a little more work these games can even be used in other gaming systems. It’s rare that we get a book so full of ideas that can transcend genres and systems. The book has a nice table of contents but no index. The games all seem to be listed he table of contents so finding a game should be really easy. The book begins with the basic new rules many of the games use. These are very well done and kept relatively simple for ease of play. Here is also the drinking rules, as in alcohol consumption. These rules are very well put together and can easily be used in any of the many different d20 games like d20 Modern, Spycraft, Dragonstar, and Star Wars. Chapter two is Classic Games. In here is arm wrestling, dice games, and chases. Chapter three is Martial tournaments like fencing and archery. Chapter four is tavern games and includes some rather interesting ones like Gin and Rabbits and Stageless Play. Chapter five is Magical Competitions and many of these could be substituted as Mage Duels and other ways to prove power or pass a test to learn magical knowledge as well as for fun and games. Chapter six is Festival Games and these games are not only for larger groups, but have very cool histories along with them to show how they came into existence. Chapter seven deals with how to run the games and really gives great advice for making them the best they can be. It then goes into detail of different places that many of these games and tournaments can be played and encountered at. I simply cannot recommend this product enough. It has wide appeal and is easily used in most campaigns. It offers a great departure from just fighting and other routine encounters. This book is well written, full of great ideas, and all for rather good price. It’s rare to see all those qualities in any single product. [/QUOTE]
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