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How to make a maze work?
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<blockquote data-quote="Hejdun" data-source="post: 3960118" data-attributes="member: 839"><p>Have the characters get chased by something big and dangerous, but slow. Something that they won't want to fight, like a <s>dragon</s>, <s>giant</s>, or <s>behol</s>... ok, scratch that. Have them be chased by a rust monster or a vampire or something that characters will actually run from instead of fight (losing equipment or levels are feared far more than death). Then have your players make snap decisions on where they go on the run.</p><p></p><p>"Straight, right or left. You have 2 seconds."</p><p></p><p>Keep track on your DM map on where they are. Don't clutter their path with other monsters, but "traps" that will slow them down. Maybe they have to jump over a pit trap, or a <em>greased</em> floor, or something else, and of course have dead ends.</p><p></p><p>If gives a sense of tension and excitement, gives you a reason not to map it (and thus avoid perfect direction finding), and gives them a reason to rush through it.</p></blockquote><p></p>
[QUOTE="Hejdun, post: 3960118, member: 839"] Have the characters get chased by something big and dangerous, but slow. Something that they won't want to fight, like a [S]dragon[/S], [S]giant[/S], or [S]behol[/S]... ok, scratch that. Have them be chased by a rust monster or a vampire or something that characters will actually run from instead of fight (losing equipment or levels are feared far more than death). Then have your players make snap decisions on where they go on the run. "Straight, right or left. You have 2 seconds." Keep track on your DM map on where they are. Don't clutter their path with other monsters, but "traps" that will slow them down. Maybe they have to jump over a pit trap, or a [I]greased[/I] floor, or something else, and of course have dead ends. If gives a sense of tension and excitement, gives you a reason not to map it (and thus avoid perfect direction finding), and gives them a reason to rush through it. [/QUOTE]
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