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<blockquote data-quote="MarkB" data-source="post: 8240656" data-attributes="member: 40176"><p>Rather than just having random attacks while they try to solve a rotate-the-pipes puzzle, how about introducing a tactical element? Have some paths lead through encounters with monsters, while others lead through traps, with the players being aware of roughly what sort of challenge they'll be facing in each case. Introduce a risk/reward system whereby aiming for harder challenges may allow them to traverse the maze more quickly or give them access to useful treasures or resources along the way.</p><p></p><p>Perhaps introduce some form of competition - a creature or group of creatures who are actively affecting the layout of the maze. Either they're turning around or sabotaging pipes to block the PCs' progress, or they're trying to make their own way across the maze, with a different starting point and end-goal than that of the party.</p></blockquote><p></p>
[QUOTE="MarkB, post: 8240656, member: 40176"] Rather than just having random attacks while they try to solve a rotate-the-pipes puzzle, how about introducing a tactical element? Have some paths lead through encounters with monsters, while others lead through traps, with the players being aware of roughly what sort of challenge they'll be facing in each case. Introduce a risk/reward system whereby aiming for harder challenges may allow them to traverse the maze more quickly or give them access to useful treasures or resources along the way. Perhaps introduce some form of competition - a creature or group of creatures who are actively affecting the layout of the maze. Either they're turning around or sabotaging pipes to block the PCs' progress, or they're trying to make their own way across the maze, with a different starting point and end-goal than that of the party. [/QUOTE]
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