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Being Chased in a Maze
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<blockquote data-quote="ComradeGnull" data-source="post: 5990332" data-attributes="member: 6685694"><p>Is this a stone-'n'-brick maze- that is a real, physical, immutable maze- or a quasi-magical maze that can rearrange itself in response to what the PC's do or don't do? In the latter case you can reduce the amount of actual drawing and mapping that you have to do by having things like pathways that circle back on themselves- unless you take a certain sequence of turns or find and throw a switch, you always end up back in the same room. In this way, PCs with an attacker unaware of the nature of the maze could end up chasing eachother in circles for a while. </p><p></p><p>You could also close off untaken paths to prevent players from backtracking- in essence, the maze becomes a 'one way' path where it doesn't matter what parts of the maze they have already seen- they can really only move ahead, in which case you can use random generation to create new sections as they appear and throw away the old ones. This makes a certain amount of sense anyway if the players are being chased- if you need to run away from something, running towards it is not a great tactic.</p><p></p><p>If you want an implacable enemy like [MENTION=6677945]SnowleopardVK[/MENTION] mentioned, you could use something like the Cleaners from Jim Henson's Labyrinth- essentially a big siege engine with drills and blades mounted on the front being driven by a couple of peddling goblins. You're going to end up as a finely ground paste if you try to turn around and engage it in a section of tunnel that is only as wide and tall as the face of the machine.</p><p></p><p>Or the ultimate threat: David Bowie musical number.</p><p></p><p>(Did I mention I watched Labyrinth with the assistance of some, uh, mood enhancers last month? Thus the origin of all these suggestions. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />)</p></blockquote><p></p>
[QUOTE="ComradeGnull, post: 5990332, member: 6685694"] Is this a stone-'n'-brick maze- that is a real, physical, immutable maze- or a quasi-magical maze that can rearrange itself in response to what the PC's do or don't do? In the latter case you can reduce the amount of actual drawing and mapping that you have to do by having things like pathways that circle back on themselves- unless you take a certain sequence of turns or find and throw a switch, you always end up back in the same room. In this way, PCs with an attacker unaware of the nature of the maze could end up chasing eachother in circles for a while. You could also close off untaken paths to prevent players from backtracking- in essence, the maze becomes a 'one way' path where it doesn't matter what parts of the maze they have already seen- they can really only move ahead, in which case you can use random generation to create new sections as they appear and throw away the old ones. This makes a certain amount of sense anyway if the players are being chased- if you need to run away from something, running towards it is not a great tactic. If you want an implacable enemy like [MENTION=6677945]SnowleopardVK[/MENTION] mentioned, you could use something like the Cleaners from Jim Henson's Labyrinth- essentially a big siege engine with drills and blades mounted on the front being driven by a couple of peddling goblins. You're going to end up as a finely ground paste if you try to turn around and engage it in a section of tunnel that is only as wide and tall as the face of the machine. Or the ultimate threat: David Bowie musical number. (Did I mention I watched Labyrinth with the assistance of some, uh, mood enhancers last month? Thus the origin of all these suggestions. :p) [/QUOTE]
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