tauton_ikhnos
First Post
Left hand rule defeats 90% of mazes. Adventurers never go in those mazes, however - they go in mazes designed by sadistic bastards with too much time on hands. Good tricks are:
1. Surround central area with circular hallway, like moat. Left or right, players will not breach "moat" until they decide to change pattern. Heck, use two.
2. A slope of 1 ft up or down for every 10 ft passage is not highly visible (about 5 degrees), but is sufficient to move PCs up one level after mere 120 ft of walking (with 30 ft long halls, adds up fast). Then have pit trap that drops them into different part of maze, then shuts. PCs will likely assume they are on new level, start map over again.
3. Most good mazes set up something nasty for left-handers and right-handers. Adage is "Left hand wall leads to death; right hand wall leads to pain". Central path should be cluttered, force back-n-forth, and lead to death AND pain, of course
.
1. Surround central area with circular hallway, like moat. Left or right, players will not breach "moat" until they decide to change pattern. Heck, use two.
2. A slope of 1 ft up or down for every 10 ft passage is not highly visible (about 5 degrees), but is sufficient to move PCs up one level after mere 120 ft of walking (with 30 ft long halls, adds up fast). Then have pit trap that drops them into different part of maze, then shuts. PCs will likely assume they are on new level, start map over again.
3. Most good mazes set up something nasty for left-handers and right-handers. Adage is "Left hand wall leads to death; right hand wall leads to pain". Central path should be cluttered, force back-n-forth, and lead to death AND pain, of course
