Draft_test
#osr #d&d #Nordmark Kampagne
Empty file. Test I run Stonehell twice a week as an open table for 9 to 12 people each session. We are a bit over 200 hours in. Here is how I run traps:
If they walk over a trap, I roll 1d6 for each character, in their marching order. A 1 or 2 triggers the trap.
The character that triggered the trap usually suffer the damage. The characters beside him can usually make a save vs. paralysis to avoid it.
Using a 10’ pole do count as an additional person. So the 10’ pole has a 2 in 6 chance to trigger the trap, preventing a character from taking damage.
Telegraphing and disarming every trap in a detailed way would slow down the game immensely with so many people. The game is about exploration, not mechanical enginuity.
If there are some cool traps, room traps, well thoughts unique traps, I do telegraph them and give as much detail as they want, as disarming or avoiding it is part of the exploration experience.
For smaller groups of 4 or less people, I run it differently. In Tomb of the Serpent King I described everything very carefully and detailed, which results in a way slower game. But finding a pit trap is a bigger deal there. Breaking the mechanism, descending into the pit, replacing the tiles…. All that becomes interesting with less players.