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A Maze that works in actual play?
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<blockquote data-quote="Imaculata" data-source="post: 7165379" data-attributes="member: 6801286"><p>I am of the opinion that an ordinary maze is more exciting on paper, than it is for your players to crawl through. So for my own campaign I'm planning to introduce a maze in the form of a grid of tiles. Each tile represents an abstract section of the maze (and thus countless of tunnels and dead ends), and the players simply expend time to navigate from one tile to the next. As they enter a new tile, I turn the tile over, and reveal where it leads to, or if it contains something of interest (monsters, puzzles, treasure, npc's, traps, mystery doors).</p><p></p><p>But the players can also randomly run into special encounters, which I will play out with them in real time. Because each section of the maze will be represented by a tile, I can also move the locations of the tiles around, and thus represent the magical nature of the maze, which is always changing. In other words, the focus is on the discoveries within the maze, and not on the lay out of the maze itself. I skip the boring empty tunnels that come with a classic maze, and get straight to the interesting bits; encounters, traps, puzzles.</p><p></p><p>Water is an important aspect of my campaign, so in the maze the water level can gradually rise or be lowered (either deliberately, or by accident), which will pose additional challenges to the players.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7165379, member: 6801286"] I am of the opinion that an ordinary maze is more exciting on paper, than it is for your players to crawl through. So for my own campaign I'm planning to introduce a maze in the form of a grid of tiles. Each tile represents an abstract section of the maze (and thus countless of tunnels and dead ends), and the players simply expend time to navigate from one tile to the next. As they enter a new tile, I turn the tile over, and reveal where it leads to, or if it contains something of interest (monsters, puzzles, treasure, npc's, traps, mystery doors). But the players can also randomly run into special encounters, which I will play out with them in real time. Because each section of the maze will be represented by a tile, I can also move the locations of the tiles around, and thus represent the magical nature of the maze, which is always changing. In other words, the focus is on the discoveries within the maze, and not on the lay out of the maze itself. I skip the boring empty tunnels that come with a classic maze, and get straight to the interesting bits; encounters, traps, puzzles. Water is an important aspect of my campaign, so in the maze the water level can gradually rise or be lowered (either deliberately, or by accident), which will pose additional challenges to the players. [/QUOTE]
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A Maze that works in actual play?
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