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Mazes

In observance of my recent affinity for mazes, I thought it appropriate to provide a rough set of guidelines for the successful implementation of these puzzles.

1. Presentation
-Puzzles, particularly environmental ones, can be difficult to present to your players without spoiling the entire challenge. Whether you illustrate it through narration or with a series of pre-rendered drawings, a little preparation can go a long way.

2. Time
-The amount of time required to resolve the challenge can be difficult to ascertain, especially if provided for an unfamiliar group. A collection of pre-game test runs can assist in a reasonable estimation of time (when in doubt, round up).

3. Suitability
-Certain settings, such as a modern or realistic campaign, generally don't lend themselves to large, imposing labyrinths the PC's must run through in person. In these cases, some creative thinking is required to assure compatibility. Possibilities for conversion can range from simulating the process of hacking an electronic device (maze mini-game), to recreating a particularly complex ventilation system (infiltration challenge).

4. PC Commitment
-While it's obviously ill-advised to implement a puzzle section for a combat-oriented group, it's equally important to gauge your players' interest during the event itself. If the event drags out for too long or turns out to be excessively difficult, a measure of subtle alteration to the design may be necessary to preserve PC satisfaction. Remember, the players, above all, come first.

5 comments:

Lhosreiff said...

Nice info, could be helpful if I ever made puzzlez.

Mike Yang said...

Ever thought about making a 4-dimensional maze?

Liquidmaster said...

wow i really suck @ mazes,nice infos though
followed,MC'd

Quantum said...

Is it bad that I still complete mazes by running the pen through and going backwards whenever I hit a dead end?

Fortune said...

Love the idea of mazes, draws out a singular task through winding pathways.

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