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DM resource: on maze generation
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7060346" data-attributes="member: 6787650"><p>There's nothing wrong with the "abstract maze" technique where you just fast-forward to the action. I've used that before too. But I think there is something worthwhile about "empty rooms" too--the constant high of opening doors to see whether something bites your face off. (If people didn't like that kind of latent tension, thrillers/horror movies wouldn't exist, there would only be action movies!)</p><p></p><p>But you obviously can't spend half an hour describing intersections to the players and making them say, "I go north", "I go south", "I open the door", etc. The Alexandrian talks about game structures, and how "what the characters do" translates into "how the players do it", and maybe what is needed is a prop of some type. If I were a crafty person, I'd make a physical map with stickers that players could pull off to "enter" certain areas of the dungeon, and then I'd have them take turns pulling off stickers. Since I'm not a crafty person, I made <a href="https://maxwilson.github.io/Beast/dunGen/" target="_blank">this</a> little example instead:</p><p></p><p>[ATTACH]82630[/ATTACH]</p><p></p><p>(from <a href="https://maxwilson.github.io/Beast/dunGen/" target="_blank">https://maxwilson.github.io/Beast/dunGen/</a>)</p><p></p><p>That's the experience I'm contemplating giving to the players. Only with more stuff of course--I want it to be apparent to them when they're in an area with lots of slimy creatures, and when they hear loud roaring sounds, and when everything is eerily silent, etc. But the key thing is that I want them to experience the repeated high of going up to that intersection or opening that door, and something nothing happens, and sometimes you find treasure, and sometimes you get attacked or something blows up in your face.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7060346, member: 6787650"] There's nothing wrong with the "abstract maze" technique where you just fast-forward to the action. I've used that before too. But I think there is something worthwhile about "empty rooms" too--the constant high of opening doors to see whether something bites your face off. (If people didn't like that kind of latent tension, thrillers/horror movies wouldn't exist, there would only be action movies!) But you obviously can't spend half an hour describing intersections to the players and making them say, "I go north", "I go south", "I open the door", etc. The Alexandrian talks about game structures, and how "what the characters do" translates into "how the players do it", and maybe what is needed is a prop of some type. If I were a crafty person, I'd make a physical map with stickers that players could pull off to "enter" certain areas of the dungeon, and then I'd have them take turns pulling off stickers. Since I'm not a crafty person, I made [URL="https://maxwilson.github.io/Beast/dunGen/"]this[/URL] little example instead: [ATTACH=CONFIG]82630._xfImport[/ATTACH] (from [url]https://maxwilson.github.io/Beast/dunGen/[/url]) That's the experience I'm contemplating giving to the players. Only with more stuff of course--I want it to be apparent to them when they're in an area with lots of slimy creatures, and when they hear loud roaring sounds, and when everything is eerily silent, etc. But the key thing is that I want them to experience the repeated high of going up to that intersection or opening that door, and something nothing happens, and sometimes you find treasure, and sometimes you get attacked or something blows up in your face. [/QUOTE]
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