tag:blogger.com,1999:blog-7817710432110712270.post3561205276586259953..comments2024-03-27T22:37:01.796-04:00Comments on Dungeon Fantastic: DF Game, Session 9 - Mystery of the MinotaurPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-7817710432110712270.post-15445191778575723692019-03-21T04:30:06.774-04:002019-03-21T04:30:06.774-04:00My mazes are very simple. The complication of a GM...My mazes are very simple. The complication of a GM describing is enough.Unachimbahttps://www.blogger.com/profile/04873952842828774048noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-60208973527104241262012-03-31T08:05:35.062-04:002012-03-31T08:05:35.062-04:00That's an interesting way to handle a maze. Ma...That's an interesting way to handle a maze. Maybe I'll try that next time I do one - maybe an incomplete one, with a few bits marked "we didn't get here." I'll see how that works.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-31545897935677661672012-03-30T21:47:54.902-04:002012-03-30T21:47:54.902-04:00The last time I used a maze (made by, yes, minotau...The last time I used a maze (made by, yes, minotaurs) I used a random maze generator I found online (set to "insane"), prettied it up in GIMP, and printed it out as a handout for the players, for the map they found in-game. <br /><br />There was a lot of swearing about blasted minotaurs, and then I handled it mostly like DF2's guidelines wilderness exploration - ie a few skill rolls and then you arrive at the next interesting bit down some time and some FP. I sketched out the "interesting bits" and made a point of them all being asymmetrical and twisty. Because: blasted minotaurs.<br /><br />It was pretty effective all told - especially handing them the map without any sort of advance warning that I wouldn't make them try to navigate it the hard way.<br /><br />Yes, this is basically the opposite of the player's abilities idea, but considering the reaction I got from my players, I think it was probably the right approach for us.Emilyhttps://www.blogger.com/profile/08545453425084863978noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-57450769121937710072012-03-29T08:03:15.412-04:002012-03-29T08:03:15.412-04:00Yeah, too bad they aren't that fun. Probably m...Yeah, too bad they aren't that fun. Probably more of a comment on mazes or platonic ideals in practice than a comment on player skill in games though.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-63553629821324110832012-03-29T03:15:57.203-04:002012-03-29T03:15:57.203-04:00If one cares about such things, mazes are close to...If one cares about such things, mazes are close to being a platonic example of using the player's abilities rather than character's.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-89738525962675478602012-03-28T11:43:21.803-04:002012-03-28T11:43:21.803-04:00The other thing that makes mazes not a very good f...The other thing that makes mazes not a very good fit for a tabletop RPG in my opinion is that a good maze is almost by definition nondescript, meaning that other than movement choices there is not much else to occupy or interest players.Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-75724620659674427352012-03-27T21:37:58.540-04:002012-03-27T21:37:58.540-04:00I think it's more of a staple because of the o...I think it's more of a staple because of the original labyrinth, and from there into video games where it was a mapping challenge. But really, as good as a labyrinth looks on a GM's map, it's just frustrating for players. It's akin to doing a kid's follow-the-maze cereal box challenge but while someone describes it to you and doesn't let you see the picture. Plus monsters.<br /><br />I'll use them again, but I'll make it clear it's a maze, and I won't use them often.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-28456564893770199472012-03-27T21:35:06.692-04:002012-03-27T21:35:06.692-04:00I think the only thing that made this maze interes...I think the only thing that made this maze interesting was once they figured out it was magical. Then it went from "we're mapping wrong, dammit!" to "some magic is messing with us, dammit!" which is much better. Otherwise it's just frustrating.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-16644365135886554032012-03-27T16:19:10.120-04:002012-03-27T16:19:10.120-04:00Mazes are a staple primarily because they are easy...Mazes are a staple primarily because they are easy to implement in text adventure games. I liked them as a child because they were the only type of puzzle I could brute force my way through. (Still... if something can take the stuff you leave on the floor to mark rooms, it's nice if there is a way to kill it.)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-44036529695135481722012-03-26T11:40:12.613-04:002012-03-26T11:40:12.613-04:00I agree. I also dislike mazes. They are tedious to...I agree. I also dislike mazes. They are tedious to deal with both as a player and as a referee. I also find that they actually take away from the mystery of a setting, because players stop thinking about it as an interesting location and just focus all their energy on not getting lost.Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.com