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GMing an actual maze
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<blockquote data-quote="Baron Opal" data-source="post: 3829694" data-attributes="member: 10433"><p>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:</p><p></p><ul> <li data-xf-list-type="ul">An inobvious, but discoverable, way through the maze.</li> <li data-xf-list-type="ul">Antagonists to hinder the party's progress through the maze.</li> <li data-xf-list-type="ul">The antagonists have superior mobility compared to the party.</li> </ul><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>So,</p><p></p><p>Sketch out a portion of the maze as the players explore it,</p><p>Let them realize that they are not alone,</p><p>Engage in a running battle,</p><p>Have them either find the exit or have a climactic battle in the maze.</p><p></p><p>You can't do this too often, obviously, but I used this method to great effect in that one adventure.</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 3829694, member: 10433"] 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: [list] [*]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. [/list] 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. [/QUOTE]
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