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A Mechanic for Running Mazes, Trackless Wilderness, etc.

Garnfellow

Explorer
Mazes are awfully fun to design and look at, but often, they are terribly boring to run in a role-playing game.

Background

In one of the first dungeons I ever made, fueled by descriptions of old-school labyrinths in my copy of Best of the Dragon Vol. I, I had an entire level that was all one big maze, complete with teleport traps, shifting stone blocks, one-way doors, spatial distortion spells, and all sorts of other fiendish devices. Took me a whole day to draw out, and filled up a whole piece of graph paper with almost no voids.

So next session, I dropped my players into my prized creation. What followed was almost a full hour of dull, grinding, tedium, punctuated by occasional bickering over mapping nuances. "No, it was 15' before the first turn, then 20' at a 45 degree angle southeast. No, 15'! Dammit, let me draw it for you . . ."

Fortunately, somewhere in the small, reptilian back of my DM brain, I realized that the whole enterprise was botched and no fun for anyone -- and that I needed to switch gears, FAST. The players soon after providentially discovered a length of twine that led them to the secret exit to the next level. And we went on to have a great time.

So after that experience, I’ve been pretty wary of mazes ever since. But I have an upcoming scenario that suggests -- nay, demands! -- the presence of a twisting, deadly labyrinth haunted by a mummified minotaur. I considered mapping it all out, but I then decided to use d20 to abstract the whole process. I think the resulting mechanic will be a heck of a lot more fun and will still capture the feel of the situation -- and with no mapping required.

The Mechanic

The basic mechanic, similar to "Complex Skill Checks" from Unearthed Arcana, can model player characters navigating through mazes, trackless wilderness, back alleys, snowstorms, alien planes, etc. It involves a series of d20 rolls -- typically ability checks or skill checks, but maybe you could even use saving throws or attack rolls, depending on the situation.

The players choose one leader to roll for the entire party. The leader rolls until he or she get three consecutive successes, which indicates they have successfully "exited" the situation. The leader gets cumulative bonuses to the roll in order to prevent the PCs from being stuck in their situation forever. The party can change its leader at any time, but the cumulative bonus then resets to zero with each change in leader.

If you set the DC of the situation so that players will succeed 50% of the time, and they get a cumulative +1 bonus on every third check, it takes on average 9 rolls before they exit. Now, they could get lucky and get 3 consecutive successes right off the bat -- or they could get unlucky and require 20 rolls. The nice thing about this mechanic is that you can easily lengthen or shorten the process by adjusting the DC and/or the interval between bonuses.

Example

So here's how I've modeled my maze using this mechanic. It's a magical maze with a powerful disorientation effect, so the Survival skill isn’t as helpful as raw Intelligence in finding the exit. The smartest PC in my group is a wizard with a 19 Intelligence, so I’ve set the Intelligence check DC at 15. Other characters could be the leader, but it will take them longer to find their way out (although, with the cumulative bonus, even the stupidest character will eventually find the exit). Similarly, if the wizard uses a fox's cunning spell on himself he should reach the exit even faster.

Each check represents 10 minutes moving through the maze. (In a wilderness or city setting, each check might represent 1 hour.) Starting on the fourth Intelligence check, the leader gets a +1 bonus. This bonus increases by +1 every third check thereafter (so on the 7th, 10th, 13th, etc.). Three consecutive successful checks indicate that the leader has successfully navigated the party to the heart of the maze, where lies the exit -- as well as the terrible guardian of the labyrinth.

One really needs to add some tension to the process, so the players feel "incentivized" to complete the maze as quickly as possible. For my maze, I made the following table to roll after each check, starting on the third check:

2d6 - Results

2 - You see a stone statue, four feet high and made in an alien style, of a cow-headed woman holding a scepter.
3 - You hear heavy stones moving on other stones somewhere in the distance.
4 - You find the desiccated corpse of a ruck-man, its skull crushed and its ruckblade broken.
5 - You hear faint moaning, somewhere in the distance.
6 - You feel unsettled, as if someone or something is watching you. [DC 15 Will save or take 1 point of Wis damage.]
7 - You do not trust your companions -- in the darkness, their eyes gleam strangely. [DC 15 Will save or take 1 point of Wis damage.]
8 - You feel like you may have already been at this intersection.
9 - You hear shuffling footsteps somewhere behind you.
10 - You see a pile of ruckish chainmail mail heaped up on a small mound of dust. A rusted ruck-blade lies nearby.
11 - You can faintly smell something musty and fetid, like moldering spice.
12 - You find a stone cube, 3 ft on side. Written in Tynan, Herachean, and an unknown language are the words "As your Tynan masters bound you centuries past, so I, the mighty Hecatesseus, now bind you.”

Other ways to heighten the tension would be regular increments of damage, increasingly harsh fatigue or fear effects, or have them racing against the clock (You need to find the kidnapped merchant hidden somewhere in the grand Bazaar of Greyhawk before midnight, or he will be killed.).

Clever players will attempt to add circumstance bonuses by making maps, laying down markers, or so on.
 
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I like this! I have had the same trouble with running complex mazes or cavern complexes where the root of the challenge is simply finding your way out. They soon turn into rather dull mapping sessions with the DM describing the same type of walls, floor, ceiling etc, and struggling to help the party keep an accurate map.

I think the mechanics you suggested would be great for getting the feel of the maze across without inducing the dullness factor.
 

IronWolf said:
I like this! I have had the same trouble with running complex mazes or cavern complexes where the root of the challenge is simply finding your way out. They soon turn into rather dull mapping sessions with the DM describing the same type of walls, floor, ceiling etc, and struggling to help the party keep an accurate map.

I think the mechanics you suggested would be great for getting the feel of the maze across without inducing the dullness factor.

I hadn't thought about using this mechanic to model cave exploration, but I would think it would work fine. Just use a Survival check that would benefit from the synergy bonus from Knowledge (Dungeoneering) .
 


I just got the free downloads from Emerald Spire Press for the Server Drive. One of their products is called Campaign Options: Mazes. I leafed through it and it looked good. Check it out if you get chance.
 

That's my cue to step in, I believe.

Personally speaking, dice rolls to get through a maze is shuddering thought, but it is very understandable that some players can get bored travelling through a maze. Some groups like the mapping, others can't stand it and feel that the adventure becomes nothing but mapping. So try this trick instead before stepping straight into dice rolls:

Cut out a circle on a thick piece of paper, approximately the size of the party's vision within the given environment (i.e. do they have darkvision in a pitch black maze?) and use the best result for the entire party. Place the "vision point" over the map and the players simply push it over the map that you have already created for them. This way, they don't need to map it out and can focus simply on exploring. It replicates the wandering aspect of a maze (that has captivated people for centuries) without having to actually build a maze in your backyard.

Maze exploration is no different than dungeon crawling and can become just as descriptive. If it's a vast, ancient complex that has seen the death of many hearty adventurers, pop in some scenes of battle, broken skulls, and such all over the place. Keep the descriptions flowing, even show some tricks used by previous party members as they tried to find their own escape route, only to have your current party discover their fried corpses.

You know what, Garnfellow, the more that I type, the more that I insist that you don't use dice rolls for your party's success. Not that it wouldn't work in a pinch, but maybe you should give it one more shot. In fact, my insistance is so strong that I'll ask you to give me your email address so that I can send you a FREE copy of Campaign Options: Mazes. I feel like Donald Trump watching his son buy a domestic car -- it's just not neccessary!!!
 

Warden said:
That's my cue to step in, I believe.

*Laughs*

I'm pretty sure I'll use the dice method for our next session, but I think you've also convinced me to buy your product, as well. Sounds /very/ cool.

I've never heard of anyone using the pinhole trick before, but it sounds like it would work pretty well. The last time I ran a cavern scenario I made my own tiles and laid them down as the party progressed. Similar principle, but a lot more work than using a pinhole.
 

It seems to me that the vision point would be somewhat challenging to implement properly since it would allow PCs to see through walls whenever they came to a corner. Not necessarily a huge problem, but it does somewhat ruin the flavor.

I think the real problem with mazes is inherent in the concept. You see, in the stories, the hero--when not too smart to get stuck in the maze or cheating (like Theseus)--will often experience frustration and boredom as the primary emotional content of being in the maze. When translating that into a game, it will yield (you guessed it) frustration and boredom when not solvable within an acceptable amount of time. That's not just an accidental feature of mazes, etc; it's inherent--one might even say it's the point of a maze. (It's certainly true of computer games, etc featuring complex mazes: for the first while, it's neat, after the a bit, they're getting old, then they're annoying, then they're frustrating, then the fun of playing the game isn't worth the frustration of banging my head against the maze).

Ordinarily, what RPGs do with boring and frustrating tasks is gloss over them. How many times do PCs discuss who's doing the dishes after breakfast in camp and roll dice to resolve how well they're washed and how much crock is broken? So, with a maze, you're deliberately introducing an experience of the type that you usually gloss over.

So, why does it work sometimes? After all, the classic dungeon is a lot like a maze. Diablo II was pretty fun and a lot of it is basically mazes filled with monsters. (Come to think of it, the classic anti-D&D film's title: Mazes and Monsters, is an semi-accurate description of the game). I think the first feature is variety. Moving from room 1a to room 1b moves you from a rich, haunted bedroom with a ghost into a rat-infested kobold midden. The visual description and interest of discovering new areas adds interest to the exploration of the maze. (It's probably no coincidence that, the Kurast jungle section of Diablo II which was almost universally critically decried, was the most visually boring section of the game. Areas like the dungeons of the Rogue monastery were also maze-like, but were shorter and more visually interesting). The challenge of fighting monsters through the maze also interrupts the task of mapping and adds interest to the task. Classical dungeons like Eye of the Beholder, etc. also had tasks to complete within the maze. Consequently, even if the maze was not too complex, there were tasks within it that

The mechanic you have suggested seems reasonable for glossing over the maze (though you could also arbitrarily describe "you go through a maze. It's frustrating as the vine-covered walls all look nearly identical but, eventually, you find your way to the center/exit in XYZ minutes" to a similar effect.) If you want to make it a fun feature of the game I think the key is keeping it somewhere between "complex enough to be challenging" and "simple enough to keep the players' interest." (My own solution is to pull out the adamantine pick or the disintegrate spell when a maze is complex enough to be frustrating rather than challenging or when, in-character, the time pressure mandates that a maze be overcome quickly rather than solved.) Other important methods would include features and puzzles within the maze (perhaps one of the pit traps was set off and there's some treasure on the mold-covered body of a former adventurer at the bottom) to interrupt the tedium.
 

Elder-Basilisk said:
It seems to me that the vision point would be somewhat challenging to implement properly since it would allow PCs to see through walls whenever they came to a corner. Not necessarily a huge problem, but it does somewhat ruin the flavor.

But only if they can find the door to that particular room in the first. Unlike a typical dungeon, you may have to travel 500 feet in the circle before you can actually reach the room that you find, and even then, it comes after making dozens of decisions regarding intersections and such.

I do agree that mazes are not exactly for everyone (which is why Campaign Options: Mazes is not a best-seller in any sense of the word), but it is available for an individual adventure. The main purpose of visions points is to speed up the exploration more than anything else...that, and I like frustrating my players to no end.
 

This reminds me of trying to write rules for races and chases in Tournaments, Fairs, & Taverns. True, races are a bit more interesting than looking at walls, but I discovered the same thing: to make them work in a game, you need to have variety, and other challenges to keep it from being just dice rolls. If you ever did just have a straight footrace with no obstacles, you'd damned well better have a strong emotional investment in winning the race.
 

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