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<blockquote data-quote="jdrakeh" data-source="post: 2678238" data-attributes="member: 13892"><p>Brilliant. And actually, I may have just the thing - it's a bit cliche, but seems to work well when it comes to uniting good players and breaking apart the self-centered/greedy players. A small series of.. oh.. fifteen or so identical 10'x10' rooms with a one-way stone door on each wall. The doors work like a maze, with only one correct path leading out. </p><p></p><p>Mapping will be key here. Agreeing on what to map and/or who maps is what always seems to set bad players at one another's throats (IC). Usually, players will assume that they don't need to map, and will blow through a few rooms before they realize what is going on... and by that time, they're turned around ass backwards. </p><p></p><p>Note that all players <em>must</em> cooperate to get out together - otherwise (and I've included this scenario in god knows how many dungeons over the years, so I'm speaking from experience here), one or more PCs will end up wandering around by themselves in the 'door maze' until they die, go mad, or are picked off by a wandering monster. </p><p></p><p>The real kicker is that the maze itself is neither large, nor deadly, and can easily be overcome with some character cooperation - I've found that this rarely happens, however. Instead, after the PCs get to that 'turned around ass backwards' stage, they start blaming one another, trying to bully others into following them, or wandering off on their own. </p><p></p><p>In more than eight years of using this 'test' in various fantasy games, I've only ever had <em>one</em> party actually make it out of the maze together (in most games, one or more PCs always wandered off on their own, determined that their way was the 'right' way, and were never heard from again). </p><p></p><p>If this is the last test in the series, I'd just make it the exit to the dungeon/pocket dimension/temple/etc in which the trials are being conducted. </p><p> </p><p>[Note: Some players may try to stake open doors. If the doors are operated by a complex gear mechanism or weight and pully system, this will allow them to close with more than enough force to bend metal spikes and shatter wooden stakes - or crush silly PCs.]</p><p></p><p>[Edit: I guess this might more correctly be referred to as a test of humility (i.e., willingness to work with others rather than claim the spotlight for oneself), but it can easily be used for Leadership with a few qucik tweaks.]</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 2678238, member: 13892"] Brilliant. And actually, I may have just the thing - it's a bit cliche, but seems to work well when it comes to uniting good players and breaking apart the self-centered/greedy players. A small series of.. oh.. fifteen or so identical 10'x10' rooms with a one-way stone door on each wall. The doors work like a maze, with only one correct path leading out. Mapping will be key here. Agreeing on what to map and/or who maps is what always seems to set bad players at one another's throats (IC). Usually, players will assume that they don't need to map, and will blow through a few rooms before they realize what is going on... and by that time, they're turned around ass backwards. Note that all players [i]must[/i] cooperate to get out together - otherwise (and I've included this scenario in god knows how many dungeons over the years, so I'm speaking from experience here), one or more PCs will end up wandering around by themselves in the 'door maze' until they die, go mad, or are picked off by a wandering monster. The real kicker is that the maze itself is neither large, nor deadly, and can easily be overcome with some character cooperation - I've found that this rarely happens, however. Instead, after the PCs get to that 'turned around ass backwards' stage, they start blaming one another, trying to bully others into following them, or wandering off on their own. In more than eight years of using this 'test' in various fantasy games, I've only ever had [i]one[/i] party actually make it out of the maze together (in most games, one or more PCs always wandered off on their own, determined that their way was the 'right' way, and were never heard from again). If this is the last test in the series, I'd just make it the exit to the dungeon/pocket dimension/temple/etc in which the trials are being conducted. [Note: Some players may try to stake open doors. If the doors are operated by a complex gear mechanism or weight and pully system, this will allow them to close with more than enough force to bend metal spikes and shatter wooden stakes - or crush silly PCs.] [Edit: I guess this might more correctly be referred to as a test of humility (i.e., willingness to work with others rather than claim the spotlight for oneself), but it can easily be used for Leadership with a few qucik tweaks.] [/QUOTE]
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