| Chivethan |
Hi,
I have few questions with my groups and the adventure we are doing, Troubles in Otari.
Fist of all, the simplest, for the XP rewards of the two traps in the first chapter. How do I differentiate from a simple hazards to a complex one? It make a big difference in giving 6 XP our 30 XP for overcoming the porch trap. Same goes with the web lurker noose. Do I give 8XP or 40XP for overcoming this one?
Secondly, I have a hard time managing time, like, in a day, my group almost cleared the camp. How do you manage the time passing? That also make it more complex for me to put the midnight snack encounter.
And finally, all character have to remove their armor for sleep right? So during a suprise attack, their is no way they have their armor? Except if they have this one cap that make them able to sleep with armor without malus. Am I right?
Thanks for you input and advice, I am still getting use to some aspect of GMing. Really appreciated.