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GMing an actual maze


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Thunderfoot said:
First, read some mythology - the original maze the labyrinth, was not a static set of hallways, but shifted as you negotiated.
Citation? That sounds like a fictionalized/sexed-up version of the Theseus myth, not the actual myth itself.

Because, you know, I have read mythology, and that ain't in there.
 

Put me in the Maze=unfun category. Even the simple maze in Keep on the Borderlands was just an exercise in boredom and tedium.

I suppose if you completely ignore the actual maze and do it cinematic, that might work, but, then again, that's not really a maze then is it?
 

I ran the maze in the second chapter of the Age of Worms adventure path and it was a blast. Here is the important parts to the puzzle to make it fun:

  • An inobvious, but discoverable, way through the maze.
  • Antagonists to hinder the party's progress through the maze.
  • The antagonists have superior mobility compared to the party.

As the party approached the beginning of the maze I described the entrance and look of the passageways. Then for about 10 minutes I had the party explore the maze sketching it out on the battle mat as they did so. This was for two reasons: First, the initial exploration of the maze and seeing all of the twists and turns is actually fun, just not for very long. Second, it shows the battleground for the ambush.

When the players begin to get a little bored or you have enough maze drawn out I have the players roll a Spot or Listen check. They hear the antagonists opening or closing the doors or spot them out of the corner of their eyes. This generates some tension and rekindles interest. Even if the rolls fail, it triggers something in the player's minds. Metagaming, but in this case it's okay. Eventually the antagonists fire a shot off and a running battle commences. This can be drawn out as needed due to their superior mobility, mentioned above.

At some point one of two things happen. Either the players "enjoy" a running battle through the maze searching for the exit or enough antagonists are hurt / killed so that it's time for the final clash. After slamming the door shut or killing the last monster the party can find their way through the maze at their leisure if they haven't already. You can hand-wave this as desired as the maze has served its purpose.

So,

Sketch out a portion of the maze as the players explore it,
Let them realize that they are not alone,
Engage in a running battle,
Have them either find the exit or have a climactic battle in the maze.

You can't do this too often, obviously, but I used this method to great effect in that one adventure.
 

Whizbang Dustyboots said:
Citation? That sounds like a fictionalized/sexed-up version of the Theseus myth, not the actual myth itself.

Because, you know, I have read mythology, and that ain't in there.
I beg to differ - the clew (or clue) of Aridane was given to Theseus in order to find his way. In the original Greek the word (knossos - knowledge) describes the location as well as the meaning of the labyrinth, the metaphore for life. The clew was also used by the Fates to follow the life through their path, cut the clew the life ends, string abreast of another and two shall meet, tie it in a knot and the life will hang in the balance, never moving forward or back.

The clew is the key, the passage translates (roughly) to something akin to, 'take this clew to navigate the maze, for without it, you will double back upon where you have been and find you cannot return to where you have trod.' (Sorry my ancient Greek is a bit rusty.) In modern translations this passage often just states that the passage will double back and end in walls (dead ends) but only in the most literal of translations. Which any linguist will tell you is a pretty crappy way of interpreting anything. :) So, no, it isn't over-sexed or even window dressed.
 

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