Tournaments, Fairs & Taverns (Print Version)

D20 sourcebook containing various "games within the game". Need rules for a card game or a fairground contest for your game? Need a quick archery tournament, or rules for arm-wrestling? Then this is the book for you! Also includes a sample tournament, fair and tavern making full use of these rules and plenty of new uses for old skills. This book also includes brand new d20 rules for drinking, a new system for the resolution of opposed skill and ability checks over time, a simple system for running conpetitions involving hundeds of competitors and much more.

Now your PCs can engage one another in a battle of wits, compete in an jousting tourney or a national poker competition. You can run exciting races and chases, indulge in a game of strategy or a magical duel. 29 games and contests of all different types, including martial contests, magical contests, common games of chance or skill and various fairground games. Plus three sample plug-in locations - a tournament, a fair and a tavern, making full use of these rules.
 

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Tournaments, Fairs & Taverns falls squarely into the GM aid category. Need to make the bar scene a little more interesting? Have some rogues playing Drunken Daggers. Need to add a little something more festive to the campaign mood? Throw a tournament with jousting, archery and axe throwing.

This book originally came out form Natural 20 Press as a PDF and has been a long time in coming to print. Never having read the original, I can't compare the two. This book clocks in at 96 black and white pages and features a cover and rear illustration by Jason Engle, the artists from the Talisman Studio books published by Bastion Press.

Broken up into eight chapters, the book starts off with general rules that are added onto and changed for specific games latter on. Need rules for drinking or gambling? How about tournaments or experience points for overcoming non-fatal challenges? All here. I'll be adding the rules here to those from Skrimmisher Publishing's Book, Experts, which provides xp awards based on time and skill level. Between the two, it's easier to showcase the downtime or non-adventuring time of adventurers without completely penalizing them.

Those looking for the classic games like races and arm wrestling, will flip to chapter two, Classic Games. Those looking for more martial style events will go to chapter three, martial tournaments for those rules on dueling, jousting and of course, archery, along with the new classic, Drinksmash. With a name like that, you know this is a traditional orc game where the participants punch one another while drinking.

Tavern Games deserves a special mention just because of Stageless Play. Here is MEG's own tribute to D&D within D&D. See, you role play mighty adventurers who seek out thrills and chills that the Playwright composes. Funny stuff.

Magical Competition has some interesting ideas but I was a little disappointed with how bland some of it is. For example, Conjuration Combat is casters summoning monsters and whatever monster wins, that caster wins. The Game of Forms, where the two casters shapechange into different forms that have an advantage over the last form used also seemed a little stale.

Because there's so much material here, there are ideas on how to incorporate it into your own game by either making a tavern, fair or tournament. Of course there are products devoted to Taverns, so that area doesn't need too much material, but fairs and tournaments don't get a lot of air time in d20 so it's nice to see them covered. The author uses the questioning method so that the GM can answer questions on why, who, what, when, etc... on the subject so that its more fleshed out and ready to use.

Those not up to making their own material need not fear however, for there are sample materials, a tournament, two fairs, and a tavern. Wise GMs who haven't used Necromancer's Taverns books or the previous Foul Locales book, Beyond the Walls, now have even more events that they can throw at the characters.

Interior layout is standard two columns with lances for borders. The only editing problem is the dreaded “Page XX” reference. Bad MEG, no cookie for you. Layout gets hit once on page 35 where Dueling seems to be afraid of the right margin for some reason. Patricio Solar does a majority of the interior art and this is a style I enjoy so I'll leave it at that.

The book does what it sets out to do. Most of the rules are simple and easy to use with little set up time or issues with integration with standard fantasy campaigns. It provides numerous sub games and rules that allow the GM to provide xp for non-lethal encounters even as it provides examples nad ideas on how to craft your own material. Tournaments, Fairs & Taverns is a utility book that'll find use in any GM's shelf.
 

Tournaments, Fairs & Taverns is a roleplaying games supplement about games that includes a roleplaying games substitute which can be played in a tavern or perhaps at tournament or fair too. Just to repeat that without the confusion; Tournaments, Fairs & Taverns is full of games.

This is a great idea. It only takes two seconds for the GM to mention, as way of adding detail, two fellows playing some sort of game in the tavern and only two more seconds for a player to ask which game and that they’re trying to join in. The opposite side of the same coin would be a fair or tournament where it could be take the GM hours to plan the details for every stall or competition and still only two seconds for the players to decide they don’t want to enter that one. Do’h.

Tournaments, Fairs & Taverns is one of those extremely usable books. It’s the type of supplement that’ll see use in more than one campaign, more than one gaming world. It’s the type of supplement that can be grabbed and used by a GM working on a scene on the fly and can be used by a GM in the planning stages. Fortunately, T, F & T is good enough that you’ll want to use it in all these occasions. The other side of the coin is that T, F & T is highly specialised. If your high fantasy games involve missions into abandoned dwarf mines, trips to fiery volcanoes to destroy ancient evil weapons and battles against powerful wizards almost all of the time then its quite possible that you could care less about the rules for "Gin and Rabbits", "The Laughing Stones" or the "Tower of Castilo".

Roleplayers who want to abstract the whole game/duelling process down to a d20 role can probably do without the ins-and-outs of the suggested mechanics in Tournaments, Fairs & Taverns but there’s still enough in the book to make it worth a look at. Tournaments, Fairs & Taverns contains rules for degrees of success on d20 rolls. This is a concept that D&D has never really been bothered much about, the shades of grey not really suiting the hit/miss mechanics or even the black and white theme for alignments. You can tell it’s a bit of a squeeze to get the concept up and running in die mechanical form since T, F & T has two sets of rules; degrees of success and then multiple-opposed degrees of success. The latter needs a separate set of rules because the character about to win the game or simply doing well can be foiled by any other character, not just the one doing second best. I can think of a third scenario, such as a game of poker, which not only involves multiple opposition but can result in multiple winners (if you leave with more money than you started, then you’re a winner) and unless you’re willing to roll lots of dice for each round of cards then these rules don’t work that well.

Technically there are more than just games in Tournaments, Fairs & Taverns. There are new drinks and drinking rules too – how much you can consume before getting drunk. These offerings are not on the reason to buy the book scale but do make a nice bonus for those of us who do.

Chapter One deals with basic rules for games; cheating, house specialities, tournaments and tiers, professional gambling and team games. You’ll find new spells and feats in here too. There are just a couple of magic spells: Field of Arcane Courtesy, Greater Magic Circle and Polymorphic Aura. The relief here is that these three spells wouldn’t look out of place in any other d20 magic book and don’t open the can of worms of get-rich-quick-by-magic.

The next five chapters present games type and theme. Classic Games include the likes of racing and arm wrestling, Martial Tournaments are activities such as archery, jousting and the orc favourite of drinksmash, examples of Tavern Games are drunken daggers and troll bridge, Magical Competitions include the Baal’Meral’Ruun and the game of forms and Festival Games are such favourites as catch the greased pig and squash goblin.

Each are the games follow the same sort of layout. The target numbers (normally the degrees of success total the winner needs to reach), the mechanics (DC checks and bonuses) and then optional twists and rules. The actual description of the game is tucked in there under target numbers and just sometimes you’ll get text for a sample game.

Chapter Seven offers advice on creating your own tournament, fair or tavern. Then it gives you advice on how to creature your own tavern, fair or tournament. I kid you not. The first section is perhaps best described as quick look at strategies for each and then the second section takes a longer look. It could have been tidier.

The book finishes with a collection of samples, a tournament, a tavern and two fairs. The back of book is also where you’ll find a gathering of assorted rules; measurement units to drink size, costs for meals and some entertainers.

Many of the games in Tournaments, Fairs & Taverns came from the ENWorld community and this has helped the book greatly. There are all sorts of different flavours and styles in the games; some are serious, some silly, some are wild high fantasy and others more down to Earth. There should be at least a few games that’ll suit your campaign world.

The original Tournaments, Fairs & Taverns PDF was well received and this paperback conversion doesn’t disappoint. It’s US$19.99 and that’s a bit pricy, not for the quality or the page count (96 pages) but for the specialised subject area. T, F & T’s biggest rival must be it’s own PDF incarnation, which is so much cheaper. Tournaments, Fairs & Taverns isn’t wildly important either. Sure, it’s better if there are smooth mechanics for a game of Drunken Daggers and it’s annoying if the game slides to a pause while a GM without T, F & T ums and errs over improvised mechanics – but it doesn’t ruin the game. Umming and erring over the climatic battle against the Tyrant of Sar could ruin the game. The book provides support for an area of game play that I’d like to see supported – not one that I need supported. An expensive book full of imaginary games wouldn’t compare to the host of excellent RPG supplements out there but Tournaments, Fairs & Taverns adds a touch of class, some professional gloss and is more than the sum of its parts.

I think Tournaments, Fairs & Taverns makes an excellent gift. It’s a book I’d love to be given. Players looking for a world neutral d20 product to give to their GM on her birthday would do well to consider this one.

* This Tournaments, Fairs & Taverns review was first published by GameWyrd.
 

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