| Nintendogeek01 |
I'm running a 2nd ed. version of Rise of the Runelords, and while the group is still only on book 1, I'm trying to prepare ahead as much as possible and I've hit a snag on Foxglove Manor.
Traps in 2nd ed. don't offer the same experience as an encounter like they used to in 1st edition, and trying to compensate by increasing the level of the traps would just turn Foxglove Manor into an unbearably resource-draining gauntlet or worse. I've toyed with the idea of turning some, but not all, of the haunts into encounters or turning some of them into complex hazards, but I haven't committed to it yet. Does anyone have some suggestions or examples?
| Cintra Bristol |
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Honestly, my reaction is, just play the haunts mostly as written, and give them the XPs so they level up based on the original adventure's assumptions. Think of it more like roleplaying awards rather than defeating-foes awards.
When I ran the adventure originally, my players were enjoying piecing together the story from the Haunts so much, they would trigger them intentionally and they had no interest in counteracting them before the "haunt" itself happened. So maybe run with that - don't let them stop a haunt before it communicates its piece of the backstory, and give them XPs for assembling the backstory. (Make sure you give them options for preventing the worst results of the most lethal ones.)