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<blockquote data-quote="Nagol" data-source="post: 6934794" data-attributes="member: 23935"><p>I've seen a few over the years. Judge's Guild had a neat tesseract the party had to navigate. Gravity shifts, teleporters, shifting rooms, and traps that provide one-way travel to other sections of the dungeon can all work well for a group that is interested in location exploration.</p><p></p><p>Mazes don't work that well. Getting through a maze is pretty boring -- there are a bunch of decision points with no real stakes (other than time) and little data available to base the choice on. Some parties will develop a standard operating procedure and exhaustively explore it. Others will adopt a simple strategy that will defeat most mazes like the keep-your-right-hand-on the wall tactic. Others will randomly wander. Others will begin to cut through the maze. So that means the designer needs to include things to find and things to avoid in the maze. Now it looks like a dungeon inside a dungeon so what is the point of the maze again? Sometimes mazes can be thematically valuable or a dungeon inside a dungeon can offer a respite from the sameness of the exterior environment, but common art has generally moved away from the mega dungeon where they offer the most utility.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6934794, member: 23935"] I've seen a few over the years. Judge's Guild had a neat tesseract the party had to navigate. Gravity shifts, teleporters, shifting rooms, and traps that provide one-way travel to other sections of the dungeon can all work well for a group that is interested in location exploration. Mazes don't work that well. Getting through a maze is pretty boring -- there are a bunch of decision points with no real stakes (other than time) and little data available to base the choice on. Some parties will develop a standard operating procedure and exhaustively explore it. Others will adopt a simple strategy that will defeat most mazes like the keep-your-right-hand-on the wall tactic. Others will randomly wander. Others will begin to cut through the maze. So that means the designer needs to include things to find and things to avoid in the maze. Now it looks like a dungeon inside a dungeon so what is the point of the maze again? Sometimes mazes can be thematically valuable or a dungeon inside a dungeon can offer a respite from the sameness of the exterior environment, but common art has generally moved away from the mega dungeon where they offer the most utility. [/QUOTE]
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