REVIEWS
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Book of Taverns
By
Chris Jones
(Necromancer
Games )
Rating: 9
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MONTE'S
RATING SCALE
10.Perfect.
Absolute genius!
9
..Wonderful!
I wish I'd done it.
8
..Well
done. A real standard for things
to come.
7
..Great.
I'm happy to use it in my game.
6..
Good.
I will use this product.
5
..Worth
having.
4
..Okay,
but not great.
3
..Not
so good. Needs work.
2
..How
did this get published?
1..
Abysmal.
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Possible
spoilers included.
Why
aren't there more products like this on my d20
shelf? Let's face it, we've got a lot of books
now with feats, spells, prestige classes, and
monsters (I've certainly written my share).
I'm not saying I don't want any more of those.
But what I wish there were more books of stuff
that I could drop into my campaign -- stuff
that isn't just something I could come up with
on the fly, but really special, imaginative
stuff.
That's
what Chris Jones' 112-page supplement The
Book of Taverns is.
If
you're like me, when you first pick up this
supplement, you think, "Great... taverns.
What more can be said about them? Do we really
need a whole book of just taverns?*" And
then, if you're like me, you opened up the book,
read a bit and said, "Oh."
Thankfully,
this isn't a sourcebook on taverns. It's 10
sample taverns. Really well-designed taverns.
None of them is the standard fat-former-adventurer-now-working-behind-the-bar-who-knows-an-important-secret-about-a-dungeon
style taverns, but none of them are so weird
that you can't ever actually use them, either.
In general, there's just a nice variety of establishments
that you can actually imagine using in your
game with really interesting and imaginative
backstories, well-developed NPCs, and fleshed-out
details about the tavern itself.
As
we all know, the D&D tavern is just shy
of the D&D mad wizard's deadly dungeon as
being the biggest cliché in the whole
game. But it's a cliché for a reason.
Taverns offer a good place where PCs can have
some down time yet still interact with NPCs
and get news of the campaign world. They are
a place where you're not on an adventure but
things can still happen. They are an important
campaign location.
For
example, there's my favorite, The Lion Rampant,
where the establishment might very well have
connections to organized crime and one of the
patrons might really be a monarch from the far
future imprisoned from the past (and there's
actually a lot more to it than that). The
Quintain's Tower lies in the wilderness,
amid the ruins of an old castle, and caters
as much to local (nonmarauding) goblins and
ogres as it does to rangers and other folk far
from the city (and there's much more to it than
that). There's Malachai's Public House,
run by a halfling bard, which also doubles as
a front for buying and selling stolen goods,
including magical goods. The Dagger &
Rose, run by an elvish noblewoman, is an
interesting roadside stop in an area beset by
highwaymen. Vain Robert's Gibbet is a
dockside pub with some interesting history.
The Four Winds is an interplanar waystation
connected to many places in the multiverse at
once. And there's four more.
Each
tavern comes with a really nice map, some well-developed
NPCs, a general description of how things look
and work there, a price list of drinks, menu
items, and other services, and a bunch of adventure
seeds.
The
NPCs and locations offered in this supplement
are the kind of things that will become important
in your campaign without you even realizing
it. The Horse Lord or The Tireme
might become a place where your PCs hang out
all the time, and really get to know the NPCs
within. There also many new magic items and
other rules bits scattered throughout as well.
That
said, the book's not perfect. It could really
use a nice summary of each place in an introduction
or annotated table of contents. It's not as
user friendly as it should be when you first
sit down with it and begin paging through to
find a place suitable for your game.
Also,
don't think that in the middle of a game, when
the PCs walk into a tavern, you can pull this
off the shelf, open it up and start using one
of these locations. There are long, detailed
backgrounds and descriptions you need to read
before using these properly. (This isn't really
a criticism of the book -- it's a strength --
but you should be aware of it.)
If
you liked the old Citybooks published
by Flying Buffalo long ago, you'll find this
book is as good as any of them -- and all the
NPC stats are already converted to be used in
your favorite game.
*
In the last year, I've found myself looking
at a lot of d20 products and saying, "Do
we really need a whole book about X?"
(My
first inclination, by the way, was to actually
put a funny, absurd example in instead of saying
"X." But then I got scared that no
matter how absurd an example I chose, someone
somewhere might be getting ready to produce
-- or might have already produced -- a supplement
all about that absurd thing. So I chickened
out and played it safe.)
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