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How to make a maze work?
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<blockquote data-quote="EP" data-source="post: 5012282" data-attributes="member: 41744"><p>Ahh, memories.</p><p></p><p>Our very first d20 product was Campaign Options: Mazes and it was an incredibly interesting learning experience to write a near 100-page book on maze adventures and campaigns. If there was one particular trick (and it works for even regular dungeons, though I've only tried it once), it's to take a large sheet of paper and cut out a circular hole in the middle. That hole represents the range of sight the PCs have. As they move around the map, they can only see what's available in the circle, cutting off valuable information to the players. While they can see some hallways outside the sheet of paper, they cannot tell how to get there. When you challenge the players to get through the maze, it saves on countless dice rolls and makes the matter more interesting to run. Then when you see them going down the same hallway they did before checking for traps that have already been disabled, mission accomplished.</p><p></p><p>(Especially after players made fun of me for calling on Perception checks non-stop in the campaign. After this, they realized there's nothing wrong with Perception checks...)</p><p></p><p>This trick is easier to do in 4E as there's no darkvision to muck it all up and I always limited it to 6-8 squares in diameter just to simplify but it cuts down on a lot of rules and forces the players to actually figure it out... with their BRAINS.</p></blockquote><p></p>
[QUOTE="EP, post: 5012282, member: 41744"] Ahh, memories. Our very first d20 product was Campaign Options: Mazes and it was an incredibly interesting learning experience to write a near 100-page book on maze adventures and campaigns. If there was one particular trick (and it works for even regular dungeons, though I've only tried it once), it's to take a large sheet of paper and cut out a circular hole in the middle. That hole represents the range of sight the PCs have. As they move around the map, they can only see what's available in the circle, cutting off valuable information to the players. While they can see some hallways outside the sheet of paper, they cannot tell how to get there. When you challenge the players to get through the maze, it saves on countless dice rolls and makes the matter more interesting to run. Then when you see them going down the same hallway they did before checking for traps that have already been disabled, mission accomplished. (Especially after players made fun of me for calling on Perception checks non-stop in the campaign. After this, they realized there's nothing wrong with Perception checks...) This trick is easier to do in 4E as there's no darkvision to muck it all up and I always limited it to 6-8 squares in diameter just to simplify but it cuts down on a lot of rules and forces the players to actually figure it out... with their BRAINS. [/QUOTE]
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