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General Tabletop Discussion
*Dungeons & Dragons
How to run a small, shifting maze
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<blockquote data-quote="Galandris" data-source="post: 8513806" data-attributes="member: 42856"><p>What's the purpose of your maze? If I read your post correctly, you want to give the PCs the opportunity to use various skills/competences to overcome the problem and shine, all the while letting a mounting impression of failure and tension as they get loster and loster into the maze?</p><p></p><p>If your maze is featureless (ie, just hedges magically growing and shifting to make them lose their track), then the only solution is to go forward and find the exit before... something bad happen.</p><p></p><p>I'd use the <a href="https://www.enworld.org/threads/fall-back.680557/" target="_blank">countdown mechanics</a>. Set an exhaustible dice pool appropriate to the challenge you set and a duration of a round. Exemple: if they have to reach their destination before the dragon eats the princess, select a rough time range and 15' rounds... THey don't really know when the dragon will have his lunch, but it is bound to happen if they are late... and in the interim, they must do something... On the other hand, the players must achieve X successes to exit the maze (hopefully in time). Successes can be granted by pertinent use of abilities. Burning it down? Sure you go forward, but the maze react by regrowing quickly, so you do progress but can't burn the maze all the way, and so on like with the bird or chopping hedges with an axe... Select the number of success right to adjust the difficulty relative to the size of the "Dragon's appetite" dice pool. Stupid ideas or fumbles can be sanctionned by discretionary shaving of the dice pool as the character gets lost and lose time to just get back to the point they were.</p><p></p><p>If your maze has feature like the aforementioned Fountain of Doom and Angry Goose Pond , you can have them "pop" after Y successs are achieved.</p></blockquote><p></p>
[QUOTE="Galandris, post: 8513806, member: 42856"] What's the purpose of your maze? If I read your post correctly, you want to give the PCs the opportunity to use various skills/competences to overcome the problem and shine, all the while letting a mounting impression of failure and tension as they get loster and loster into the maze? If your maze is featureless (ie, just hedges magically growing and shifting to make them lose their track), then the only solution is to go forward and find the exit before... something bad happen. I'd use the [URL='https://www.enworld.org/threads/fall-back.680557/']countdown mechanics[/URL]. Set an exhaustible dice pool appropriate to the challenge you set and a duration of a round. Exemple: if they have to reach their destination before the dragon eats the princess, select a rough time range and 15' rounds... THey don't really know when the dragon will have his lunch, but it is bound to happen if they are late... and in the interim, they must do something... On the other hand, the players must achieve X successes to exit the maze (hopefully in time). Successes can be granted by pertinent use of abilities. Burning it down? Sure you go forward, but the maze react by regrowing quickly, so you do progress but can't burn the maze all the way, and so on like with the bird or chopping hedges with an axe... Select the number of success right to adjust the difficulty relative to the size of the "Dragon's appetite" dice pool. Stupid ideas or fumbles can be sanctionned by discretionary shaving of the dice pool as the character gets lost and lose time to just get back to the point they were. If your maze has feature like the aforementioned Fountain of Doom and Angry Goose Pond , you can have them "pop" after Y successs are achieved. [/QUOTE]
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