Tavern

By hawgboy, in Talisman

Dear players,

What about if in the Tavern, the mage offers to teleport you in another place of the region, or the boatman offers to take you to the Temple?

Am I forced to accept their offer or can I refuse and stay at the Tavern?

(sorry for my english..) gui%C3%B1o.gif

kery said:

Dear players,

What about if in the Tavern, the mage offers to teleport you in another place of the region, or the boatman offers to take you to the Temple?

Am I forced to accept their offer or can I refuse and stay at the Tavern?

(sorry for my english..) gui%C3%B1o.gif

No, it is a choice! They only 'offer' it to you, not 'force' you to take it. lengua.gif

Still, since you have to exit the Tavern on your next turn anyway, I can't imagine why wouldn't you use the teleportation and *pick* any space in the Outer Region if offered. The Temple trip, however, is not an obvious choice. The Middle Region is not a safe place, and even praying at the Temple carries it's risks...

If you have fate, you can do the temple easily.

Only 5 and less is bad. So with fate, you have a high chance to roll above 5 gran_risa.gif

I would strongly recommend to actually allow the player to chose when there is an opportunity to do so (i.e. to visit or not to visit the city/village), after all Talisman is almost Warhammer Fantasy Roleplay just on a board.

I really like the idea, that one of you mentioned i.e. burning the next obtained coin when you loose one in the tavern (to pay the debt). Interesting seams a variation of it when you have a time limit to pay the debt it could add additional fun to the game e.g. the guy to whom we own the money, when we are late could send after us a "debt collector", send a warrant/ put aquest card in the tavern so visiting play could take the quest and earn the money for the 'collection', etc.

This might be an opportunity allowing to intruduce more RPG aspect into the game (quests), but this could increase game complexity as there would be a need to track what is happening in the background and possibly we would end up hiring a game master.

Following my last thought it would be very good to have some quest guild or other place (e.g. could be located in the castle expansion), where you can take a quest to earn some money as currently it depends only on your luck if you find something in an adventure card; following it would be even nicer to have more opportunities to actually spend the money (e.g. potions: Life, Craft, Strength, like the Strength potion adventure card) as currently when you have a donkey, sword and armour you don't need anything more, and some charaters need even less.

Cheers.

...or you could be required to make a payment of TWO Gold or whatever at a later date if you are unable to pay the price at the Tavern or Enchantress. Hmm.... *ponders*

talismanisland said:

...or you could be required to make a payment of TWO Gold or whatever at a later date if you are unable to pay the price at the Tavern or Enchantress. Hmm.... *ponders*

Why are you charging Gold for the Enchantress? That b...h can turn you into a Toad for free gran_risa.gif (which is why I avoid City, if I have nothing to Alchemy or no healing possible).

We always had a gambler that could not pay lose a life in 2e. As I play more R4e I will introduce some stuff I have been thinking of, assuming my buddies like the ideas.

Here is a new set of choices for the Tavern. I changed the Wizard teleport to a barge captain because I thought it had a better feel to it. Wouuld you trust a Wizard that had been drinking? You guys give this a try and let me know what you think

Please observe the new rules...
Room Rental: Pay 1 gold, miss one turn, heal one Life.

or

Drinks and Revelry: Roll 1 die
1: You get blind drunk, collapse in a corner and miss one turn
2: A farm hand (STR 3) picks a fight!
3: Young bravo (STR 5) challenges you!
4: You spend a quiet evening swapping tales of adventure.
5: A barge captain offers to take you to any outer region space on your next turn.
6: A ferry operator offers to take you to the Temple on your next turn.

or

Gambling
The game is high roll. Roll one die for your character and one for the house High roll wins all the gold in the pot. The house wins all ties. If you loose, place 1gold in the pot, if you do not have any gold to pay you have one life beaten out of you...cheater!

Absolutely something like it.

I would like to see Talisman's "economy" being build-up with each expansion, maybe giving players opportunity to trade with each other.

Feldrik said:

We always had a gambler that could not pay lose a life in 2e. As I play more R4e I will introduce some stuff I have been thinking of, assuming my buddies like the ideas.

Here is a new set of choices for the Tavern. I changed the Wizard teleport to a barge captain because I thought it had a better feel to it. Wouuld you trust a Wizard that had been drinking? You guys give this a try and let me know what you think

Please observe the new rules...
Room Rental: Pay 1 gold, miss one turn, heal one Life.

or

Drinks and Revelry: Roll 1 die
1: You get blind drunk, collapse in a corner and miss one turn
2: A farm hand (STR 3) picks a fight!
3: Young bravo (STR 5) challenges you!
4: You spend a quiet evening swapping tales of adventure.
5: A barge captain offers to take you to any outer region space on your next turn.
6: A ferry operator offers to take you to the Temple on your next turn.

or

Gambling
The game is high roll. Roll one die for your character and one for the house High roll wins all the gold in the pot. The house wins all ties. If you loose, place 1gold in the pot, if you do not have any gold to pay you have one life beaten out of you...cheater!

Very nice idea and interesting suggestion about the drunken Wizard :)

Dam said:

Why are you charging Gold for the Enchantress? That b...h can turn you into a Toad for free gran_risa.gif (which is why I avoid City, if I have nothing to Alchemy or no healing possible).

I meant when you are unable to lose a Strength or Craft at the Enchantress, the same as when you have no Followers or Objects to lose when cards demand it. I think some form of "IOU" would be quite a cool thing actually...

Feldrik said:

Here is a new set of choices for the Tavern. I changed the Wizard teleport to a barge captain because I thought it had a better feel to it. Wouuld you trust a Wizard that had been drinking? You guys give this a try and let me know what you think

Please observe the new rules...
Room Rental: Pay 1 gold, miss one turn, heal one Life.

or

Drinks and Revelry: Roll 1 die
1: You get blind drunk, collapse in a corner and miss one turn
2: A farm hand (STR 3) picks a fight!
3: Young bravo (STR 5) challenges you!
4: You spend a quiet evening swapping tales of adventure.
5: A barge captain offers to take you to any outer region space on your next turn.
6: A ferry operator offers to take you to the Temple on your next turn.

or

Gambling
The game is high roll. Roll one die for your character and one for the house High roll wins all the gold in the pot. The house wins all ties. If you loose, place 1gold in the pot, if you do not have any gold to pay you have one life beaten out of you...cheater!

Very cool. Though I'd change "Room Rental" to 2 life, so it is more economical than healers but costs you a turn.

Velhart said:

If i read Talismanisland posts, then he says that you must visit one the places, so if you can't buy anything then the last option is the mystic or enchantress.. ( otherwise it's the same for not visiting and doing nothing

Which brings us to the consideration that people don't like the "mandatory visit" and are looking for the loophole. Better to just house rule the City and Village and Chapel (not the Tavern) as going back to optional choices. The forced mandatory does not speed up the games, as FFG has tried to imply. When a player does nothing there, the next player's turn starts that much faster.

The big weakness behind this reasoning that neither FFG and BI have raised is how badly the Enchantress was implemented from 1st edition onward. Nobody hardly ever has a reason to go risk her by choice... so they forced it and made the Mystic into something half as bad. How many of use want our Alignment change willy-nilly by yet one more influence in the game? Instead of that nonsense, the Enchantress should have been reworked to be worth the risk she is.

OH, AND I TOO LIKE THE TAVERN GAMBLING OPTION!

I like it a bit, that you must visit one of the places in the city or village instead of doing nothing. It can lead to interesting encounters.

As example. Shall i try to walk to the village, and i know that i must encounter the mystic, even if i don't want to( because i am poor gran_risa.gif , or do i walk the other way, where the reaper is waiting, or a dangerous adventure card gran_risa.gif

Mmm, wich way shall i take gran_risa.gif Mmm difficult, but i must choose one gran_risa.gif It would be bad luck if i must changed my alignment gran_risa.gif But i have still one fate ! gran_risa.gif

[DELETED BY POSTER]

Feldrik said:

We always had a gambler that could not pay lose a life in 2e. As I play more R4e I will introduce some stuff I have been thinking of, assuming my buddies like the ideas.

Here is a new set of choices for the Tavern. I changed the Wizard teleport to a barge captain because I thought it had a better feel to it. Wouuld you trust a Wizard that had been drinking? You guys give this a try and let me know what you think

Please observe the new rules...
Room Rental: Pay 1 gold, miss one turn, heal one Life.

or

Drinks and Revelry: Roll 1 die
1: You get blind drunk, collapse in a corner and miss one turn
2: A farm hand (STR 3) picks a fight!
3: Young bravo (STR 5) challenges you!
4: You spend a quiet evening swapping tales of adventure.
5: A barge captain offers to take you to any outer region space on your next turn.
6: A ferry operator offers to take you to the Temple on your next turn.

or

Gambling
The game is high roll. Roll one die for your character and one for the house High roll wins all the gold in the pot. The house wins all ties. If you loose, place 1gold in the pot, if you do not have any gold to pay you have one life beaten out of you...cheater!

Would you mind if I mocked up an alternative Tarvern card with these options on?

JCHendee said:

Velhart said:

If i read Talismanisland posts, then he says that you must visit one the places, so if you can't buy anything then the last option is the mystic or enchantress.. ( otherwise it's the same for not visiting and doing nothing

Which brings us to the consideration that people don't like the "mandatory visit" and are looking for the loophole. Better to just house rule the City and Village and Chapel (not the Tavern) as going back to optional choices. The forced mandatory does not speed up the games, as FFG has tried to imply. When a player does nothing there, the next player's turn starts that much faster.

The big weakness behind this reasoning that neither FFG and BI have raised is how badly the Enchantress was implemented from 1st edition onward. Nobody hardly ever has a reason to go risk her by choice... so they forced it and made the Mystic into something half as bad. How many of use want our Alignment change willy-nilly by yet one more influence in the game? Instead of that nonsense, the Enchantress should have been reworked to be worth the risk she is.

OH, AND I TOO LIKE THE TAVERN GAMBLING OPTION!

I don't complety agree with your views on the Enchantress. If you haven't gained any Strength or Craft and your items are 'bland' or if you have any at all, it was an option in the 1st and 2nd editions of the game, but I do completely understand your point - it was a rarity.

With 4r, you can actually abuse her a bit with Fate if you have a character with a high fate value. It is common for players to visit her several times in a game. Out of at least 60 visits, i have only turned into a toad once.

And the new Tavern options are great!

dth said:

Would you mind if I mocked up an alternative Tarvern card with these options on?

Please go right ahead! You seem to have better software tools than I do right now.

I have one but I did not print it out yet, I just introduced Talisman to a few friends so we are not ready for add ons yet and I useing my time working on something to share with all the Talismaniacs out there.

I had a couple notions about the 'Night Life'

One was to re-introduce the (Drunken) Wizard to keep with tradition, but make it a random teleport, probably Graveyard, Chaple, City, Ruins, Player's Choice.

Use a deck of cards for the 'Night Life' maybe 10, some redundant but it makes for more options.

I have similar ideas for the City. Not an extra board but more options. I think that card draws may be the way to go, ti keeps players from meta-gaming their favorite option.

By the way my friends loved Talisman! I forsee more mayhem in the future!

Here's version 1. Let me know what y'all think!

3356748685_9ec7df7b1d.jpg

That looks amazing!

Feldrik said:

dth said:

Would you mind if I mocked up an alternative Tarvern card with these options on?

Please go right ahead! You seem to have better software tools than I do right now.

I have one but I did not print it out yet, I just introduced Talisman to a few friends so we are not ready for add ons yet and I useing my time working on something to share with all the Talismaniacs out there.

I had a couple notions about the 'Night Life'

One was to re-introduce the (Drunken) Wizard to keep with tradition, but make it a random teleport, probably Graveyard, Chaple, City, Ruins, Player's Choice.

Use a deck of cards for the 'Night Life' maybe 10, some redundant but it makes for more options.

I have similar ideas for the City. Not an extra board but more options. I think that card draws may be the way to go, ti keeps players from meta-gaming their favorite option.

By the way my friends loved Talisman! I forsee more mayhem in the future!

Thanks for your comments re: the Tavern card.

I think the cards are a really good idea. As mentioned on a previous page, I was going to do cards for each of the 4 corners but I've been sidetracked by other projects and I don't have time to run with this ball. I think you should definitely have a crack at it because its just waiting to be born! :D

WOW

That's a real tavern space you see there ! gran_risa.gif

I heard people talking about a new tavern. well. here is your chance ! gran_risa.gif

Good job Doran aplauso.gif

Cheers :)

I appreciate that. I've submitted it to BGG, so should be able to DL it in next few days.

I'm sure Talismanisland is sick of me sending him stuff, so I decided not to bother him again (after giving him nearly 100mb of stuff...via E-MAIL!).

Hi Doran,

I am thinking only about one thing, and that is the rental room. It seems a little too good i think..

What i am talking about is, is that healing lives are costing one gold each at the village or city.

If i read the tavern space, you heal 2 lives at the cost of one gold right? I know you have a penalty of missing one turn but still it's the best place to heal lol. Maybe you can think something about that cool.gif

---------------

What about this: Pay 1 gold coin and roll a D6. 1/4 you heal one life. 5/6 you heal 2 lives.

This way, people are not running to the tavern for healing, but if they would land on the tavern, then they are lucky if they heal 2 lives and the city and village are still worth to visit for healing.

I hope you like this idea, otherwise nobody would visit the healer or doctor anymore.