One point of interest: I personally have never been at a gane where the tavern didn't have a ward in the kitchen (except one time in an alternate universe). That's something any wannabe Guy Fawkes needs to plan around.
I do not look forward to something this potentially powerful being left to marshal discretion.
In order to prevent any confusion in the future, with in the lands of Gaden and all other In Game locations provided by Southern Minnesota, Any Creature swinging for a 'Massive' Carrier, will in penetrate all Walls of Force, Circle of Power, or any plot created barriers of any kind unless explicitly state by a plot marshal in advance.
This may or may not allow the creature with sufficient strength to penetrate, or even destroy these effects with a counted call.
The only exception to this rule are particular Local effects and items that grant the ability to "Resist" a massive strike
A CoP specifically states that nothing but air goes through it, other than those invested or recognized into/out of it; weapons, gasses, spells, etc. are blocked by . Therefore, I would say that under no circumstances would a trap of any kind affect anything on the other side of a CoP, whether it was set off inside or outside of it.
On a side note, what rules for Massive is your chapter using? Because that sounds like a direct violation of the wording of CoP.
It doesn't seem to be explicitly defined - no outdoor area traps, unless you erect barriers to define a space? *laments the loss of land mines*
Also, will there be an established guideline for what constitutes a "game room"? I do not look forward to something this potentially powerful being left to marshal discretion. It's like trying to guess what an ump's strike zone is going to be, but if you take a pitch you shouldn't have, you die.
Finally, what about canisters for traps? If you check for traps in a 4-game-room room, and you find something fishy looking without a trigger on it, it would seem logical that there would have to be some way to trace this to the mother device, so you can attempt to disarm it. How is this intended to work out? Do you just need 1 rep and then additional tags, or additional reps without triggers, or additional reps WITH triggers?
If an Area Trap is set off when not in a Game Room, it will affect only the person who triggered it. The trap may be linked to a trigger line of no more than five feet in this case.
Outdoor traps still exist. Again that will be up to your PLOT team to decide (or the Marshal with instructions from PLOT) the radius etc.
For game room size we spoke of a "Cabin" as a game room. Ours are roughly 12x16. Our new site they will be 20x16. So your size will vary, but that should be pretty accurate. The problem with defining a set parameter is that no 2 sites are the same for cabins, halls etc. Your PLOT team will have to "eyeball" their site and set up just how big a "game room is". If there was a hard and fast size, then players/marshals could sit there and argue that this room is "larger or smaller" than the size set out in the rulebook and then headaches begin!
For a 4 room "game room" you have to have 1 canister, 1 trigger and 4 tags (of the exact same thing) to cover the area. I will have to review, but I do believe the canisters have to scale with the amount of game rooms.
One thing to remember: if it is not written in the playtest package, then the ARB still holds the information. So if an outdoor trap is not listed in the PTP, then you refer back to ARB 1.3
... there will still be a hold called for the "game room" traps too. There should also be a hold for removal of the triggered trap and maybe trip wires as they could cause a hazard. Holds are inevitable, if every one knows the rules and plays by them with their best sportsmanship, the holds wont last long.