The book is well edited and laid out. For the quality of content, the price is worth it (although a smidge on the higher end when compared to most DMs Guild products). Inside you'll find the rules for
- Running a tavern: and the expenses you'll deal with to earn income, along with some new downtime activities.
- Visiting a tavern: the tables for generating taverns on the fly, including brawls, games, patrons, and events. Basically if your heroes have no interest in running a tavern, this chapter will still give you countless hooks to preoccupy your players with.
- Ambience: how to run real world tavern games with your players and real recipes you can make for them.
- Player options: bards and clerics get new archetype options, two new backgrounds for all characters, and six new monsters provide a derth of options outside of the tavern.
So my opinion here is that there's enough content that almost every table should find use with this book. The numerous pack ins (things like maps, and game aids for the tavern games) are super helpful and just help get everyone into feeling the game.
If I have any criticism (and it's a small one), it's that the format of the Downtime Activities don't match those previously published in either the Dungeon Master's Guide or Xanathar's Guide to Everything, and that the near 9 dollar price point for 45 pages is a little high for being such a focused product. While I can use the monsters, games, and food are all usable outside the tavern, it's unlikely you will. But if your players are building or running a tavern, the price point is a steal!
The value is really dependant upon how tied to taverns your game will be.
Edit: I want to state, if I could rate this 4.5, I would. It's not perfect, the cost, backgrounds, and focus all make me hesitate to give it a 5 (which would, imo, be a universally useful product to all tables).
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