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Running a Maze: Is there a better way to do it?
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<blockquote data-quote="jbOKgamer" data-source="post: 6807441" data-attributes="member: 6801371"><p>I ran a maze with 36 different equal size room tiles. Some of the tiles had 1 exit, many with 2 exits, some with 3 exits, and just few with 4 exits. I think the tiles were 4x4 or 5x5 in size and I arranged all tiles in a 6x6 pattern. I mentioned has the players approached the maze they could hear clock like gears noises. After each person acted I would roll 2d6, this would tell me which tile to rotate clockwise 90 degrees. I would use first d6 as across and second d6 down. I think this made interesting maze experience since after each person some the walls shifted in random. The players had to be ready to adapt to changing landscape. I placed a Minotaur in the maze for little extra conflict. In future I might add another dice roll to determine between clockwise and counterclockwise for rotation.</p></blockquote><p></p>
[QUOTE="jbOKgamer, post: 6807441, member: 6801371"] I ran a maze with 36 different equal size room tiles. Some of the tiles had 1 exit, many with 2 exits, some with 3 exits, and just few with 4 exits. I think the tiles were 4x4 or 5x5 in size and I arranged all tiles in a 6x6 pattern. I mentioned has the players approached the maze they could hear clock like gears noises. After each person acted I would roll 2d6, this would tell me which tile to rotate clockwise 90 degrees. I would use first d6 as across and second d6 down. I think this made interesting maze experience since after each person some the walls shifted in random. The players had to be ready to adapt to changing landscape. I placed a Minotaur in the maze for little extra conflict. In future I might add another dice roll to determine between clockwise and counterclockwise for rotation. [/QUOTE]
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Running a Maze: Is there a better way to do it?
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