Tournaments and fairs

Ranger Wicket beat me to the post on two counts....

Had a couple ideas for wizardry contests:
1) Five targets are placed far apart from each other around the field. The first of the two constestants to destroy three targets wins. The rules are that the contestants may not target each other with spells and must destroy the tagets only with spells, and may destroy only one target with each spell(or creature summoned by a spell). Wizards are free to counterspell each other or to use spells to protect a target or targets.

2) Arcane treasure hunt: clues requiring various knowledge checks, written in different languages, or solvable only with clever use of magic, lead to a hidden magic item


My idea for a hidden contest had to do with the Thieves' Guild (if one exists in your campaign): Whichever member returns with a valuable and well protected item that the guild leader has planted on a particular (but unnamed) noble attending the fair gets a large prize. The thieves however don't know exactly what they are after - they only have vague hints. To know if they've won, they must show what they have taken to their superiors in the guild. This way, the members have incentive to be truthful in reporting what they steal at the fair. (perhaps the guild extorts protection money from certain nobles in return for an agreement to return anything the thieves steal from them during the contest.


Also, how about a bard contest - best spontaneous satire, for example. The fair's sponsor names someone, and two bards each have a go at making fun of him. Thgis can be a very dangerous contest to win, depending on the importance of the chosen victim of the satire. Use a spot checks if the bard wants to look for a particular physical feature of the person, use local history to see if the bard knows of any of the person's past deeds, etc. Success on any of these checks will give a bonus to the bard's Perform roll. Which ever bard ends up with the highest Perform roll wins the contest
 

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I second ale-drinking. Any player I've ever DMed loves a good drinking contest, and arm wrestling is always popular as well.

I've often included a decathalon type event at my fairs as well - archery, riding, endurance run in full plate etc...

Other worthy events not generally persued by noble adventurers could include pie-eating, baking, wood chopping/tree felling and most of the sorts of things you see at modern fairs. My experience is that, while most of these events are not as exciting as traditional fantasy contests, they can still be heaps of fun, and help immerse the players in the festive mood.
 

Some very cool ideas - but how would you implement them rules-wise?

Sounds like a good idea for a sourcebook. A book full of games and contests - dice game, physical games etc. all of which can be dropped into your campaign at a moment's notice.

Hmm.. I'm starting to get ideas. :)
 

My players have always demanded good arm-wrestling rules (much more important to some of them than any other aspect of a game - I have no real idea why).

The default rule given - highest Str wins - absolutely sucks, so my House rule on arm wrestling is:

A wrestler requires +20 points to have won. Initially, competitors make opposed Str checks. The highest roller adds the difference to his points. In further rounds, points are used first to cancel out any points the oponent has, before adding to your own. After 3 rounds, if neither competitor has won, Con bonuses are added to the rolls. After 6 rounds, if no-one has won, only Con bonuses are used.

A character with +5 to +14 points adds +1 to his roll. A character with +15 or more adds +3 to his roll.
 

SableWyvern said:
My players have always demanded good arm-wrestling rules (much more important to some of them than any other aspect of a game - I have no real idea why).

The default rule given - highest Str wins - absolutely sucks, so my House rule on arm wrestling is:

A wrestler requires +20 points to have won. Initially, competitors make opposed Str checks. The highest roller adds the difference to his points. In further rounds, points are used first to cancel out any points the oponent has, before adding to your own. After 3 rounds, if neither competitor has won, Con bonuses are added to the rolls. After 6 rounds, if no-one has won, only Con bonuses are used.

A character with +5 to +14 points adds +1 to his roll. A character with +15 or more adds +3 to his roll.
That's a really cool system... -yoink-
AH-HAHAHA!!! Now I have the power!
Kudos BTW for coming up with it, it really is a neat idea.
 



i have seen bear wrestling at several appalachian fairs, with a real muzzled bear. add some grappling rules, and give 3x entrey money for anyone to put the bear on its back

kangaroo boxing would be similar.

and those old "throw balls at the guy with his head stuck thru a curtain" games, hit him 3 for 3 and you get double your money back

tossing rings around a ducks neck used to be popular too. several ducks occupy a small artificial pond, they swim about freely and contestants get x rings per gp. the prize is the duck you "ring"

also, a rigged contest of some nature might make for an interesting encounter.
 

also, a fortune teller. she/he could have some info useful to the party, or could just be full of "it"

might i also suggest you pick up the .pdf "tournaments, fairs and taverns" from rpg.net
 

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