What is a “fair” poison?
Even in OSR games where death is close at hand, it’s a real jerk move for a referee to put “Bang! You’re dead!” style threats in the game. At least as far as traps and dangers go, there ought to be some warning or clues beforehand that you’re dealing with bad mojo.
Sometimes the clue is the dungeon level or in the case of players who have played with you before, the type of wilderland hex they’re in (e.g. traveling in the swamp in OD&D is just bad news.)
Sometimes it can be explicit, like when the referee says, “Ohhh... are you sure you want to pick up that chalice? You can feel dread emanating from the purple stone altar.”
Sometimes the ref can give clues based on body language of NPCs. “Your goblin looks at the ceiling, slides to the side of the passage, and slowly edges forward against the wall.”
But many times the prepared players will have a good chance to pick up and avoid dangers simply by following stands procedures: a sneaky forward scout, ten-foot pole, examining doors for traps, using lockpicks, whatever you think is appropriate to be sufficiently prepared.
Preparation can happen prior to the delve too. For instance if the players are entering the Snake Pits of Set, they should know enough to pack antivenom and a Cure Disease scroll.
Poison is potentially different though. Someone might poison a PCs food. A needle trap or mantrap may be enhanced with poison. Air might be toxic or noxious. A potion may be poison rather than beneficial. These are real threats that are hard to detect.
I don’t know the answer. I do know that an unfair poison is one that kills instantly with little possibility of detection or handy cure. Even a poison which makes some permanent, negative change to a character can be fair if your players are willing to accept it. What do you think?
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