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The Book of Taverns
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<blockquote data-quote="King of the Centaurs" data-source="post: 2010496" data-attributes="member: 12543"><p>Have you ever needed a tavern in a new town but didn't have the time to prepare one? Tired of trying to come up with new ideas for a tavern only to find out that all your efforts appear to be something that you have DMed for your players before? Are your players feeling ho-hum and take the local tavern for granted as a place of sanctity and refuge? Do you players have a stereotypical out-look towards all tavern/inns and their patrons?</p><p></p><p>Well fret no more. The Book of Taverns is an answer to a DM's prayers. I have had busy weeks where I barely found time to prepare the module never mind the local tavern. I'm sure we all have. Well let me tell you, that when I purchased The Book of Taverns, I was pleasantly surprised. The 10 taverns/inns published in this book cover your every need. I have play-tested only one tavern so far, but it was a huge success and is now a staple in our campaigning world. The Witches Teat was very easy to implement into our previous existing 5+ year campaign and was able to answer all of my questions above.</p><p></p><p>I was beginning to run out of ideas for taverns & inns. For ease, they began to slowly all take the same shape. Now that doesn't neccessarily mean the same shape of building, but the same type of menu, the same class of society were it's patrons, the same amount of legal & illegal activities were available. I was burnt out in this concern. The Book of Taverns provides interesting NPCs and background. Interesting enough that you can run whole campaigns from one tavern or just use it as a common local to which the players can find information and adventure hooks. I particularily like the way that there is a tavern to suit each different character's needs. You have a paladin that wants to be with higher society, a rogue that dabbles in information & mischief, or a wizard that enjoys a little hand-to-hand when he's had too much to drink, the role-playing (and roll-playing) options are endless.</p><p></p><p>Not every place in this book is the safest for the players and not every one is a death trap full of villians wanting to slaughter and steal from the PCs. The nicest thing is, that those options are available to you as the DM, to decide in each local. It's up to you, yet you don't have to do all the work.</p><p></p><p>I found the art to be well done and I particulary like the menu/services offered at the end of each locatoin. I think the softcover is a good idea, as it makes it easy to photocopy maps and menus for easy reference in the midst of gameplay. I also feel that the price for the value was hard to beat. (I won't give the price as I am in Canada and it won't be consistent with all readers.</p><p></p><p>I commend Necromancer Games for this inovative product and look forward to future DM Tools from them.</p><p></p><p>Thank you.</p><p></p><p>Patrick Goulah</p><p>King of the Centaurs</p><p></p><p>(I have no affiliation to any RPG company, and am just a customer like you.)</p></blockquote><p></p>
[QUOTE="King of the Centaurs, post: 2010496, member: 12543"] Have you ever needed a tavern in a new town but didn't have the time to prepare one? Tired of trying to come up with new ideas for a tavern only to find out that all your efforts appear to be something that you have DMed for your players before? Are your players feeling ho-hum and take the local tavern for granted as a place of sanctity and refuge? Do you players have a stereotypical out-look towards all tavern/inns and their patrons? Well fret no more. The Book of Taverns is an answer to a DM's prayers. I have had busy weeks where I barely found time to prepare the module never mind the local tavern. I'm sure we all have. Well let me tell you, that when I purchased The Book of Taverns, I was pleasantly surprised. The 10 taverns/inns published in this book cover your every need. I have play-tested only one tavern so far, but it was a huge success and is now a staple in our campaigning world. The Witches Teat was very easy to implement into our previous existing 5+ year campaign and was able to answer all of my questions above. I was beginning to run out of ideas for taverns & inns. For ease, they began to slowly all take the same shape. Now that doesn't neccessarily mean the same shape of building, but the same type of menu, the same class of society were it's patrons, the same amount of legal & illegal activities were available. I was burnt out in this concern. The Book of Taverns provides interesting NPCs and background. Interesting enough that you can run whole campaigns from one tavern or just use it as a common local to which the players can find information and adventure hooks. I particularily like the way that there is a tavern to suit each different character's needs. You have a paladin that wants to be with higher society, a rogue that dabbles in information & mischief, or a wizard that enjoys a little hand-to-hand when he's had too much to drink, the role-playing (and roll-playing) options are endless. Not every place in this book is the safest for the players and not every one is a death trap full of villians wanting to slaughter and steal from the PCs. The nicest thing is, that those options are available to you as the DM, to decide in each local. It's up to you, yet you don't have to do all the work. I found the art to be well done and I particulary like the menu/services offered at the end of each locatoin. I think the softcover is a good idea, as it makes it easy to photocopy maps and menus for easy reference in the midst of gameplay. I also feel that the price for the value was hard to beat. (I won't give the price as I am in Canada and it won't be consistent with all readers. I commend Necromancer Games for this inovative product and look forward to future DM Tools from them. Thank you. Patrick Goulah King of the Centaurs (I have no affiliation to any RPG company, and am just a customer like you.) [/QUOTE]
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