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Community
General Tabletop Discussion
*TTRPGs General
A Mechanic for Running Mazes, Trackless Wilderness, etc.
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<blockquote data-quote="Warden" data-source="post: 1890727" data-attributes="member: 11006"><p>That's my cue to step in, I believe.</p><p></p><p>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:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 <strong>FREE</strong> copy of Campaign Options: Mazes. I feel like Donald Trump watching his son buy a domestic car -- it's just not neccessary!!!</p></blockquote><p></p>
[QUOTE="Warden, post: 1890727, member: 11006"] 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 [B]FREE[/B] copy of Campaign Options: Mazes. I feel like Donald Trump watching his son buy a domestic car -- it's just not neccessary!!! [/QUOTE]
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