hyzmarca wrote:The basic way to run a maze is to make an actual fucking maze, and have the players decide which room they go into. That is, in fact, the entire basis of the dungeon crawl. The expectation is that the players will map the area as they go through it, and that more complex dungeons will be maze-like.
If you make an actual maze, I think you're going to try to find a way to make it more interesting and playable than "turn left or right? now, turn left or right? now, turn left or right or straight?" over and over and over and over...
I agree that a dungeon crawl should be more interactive for the explorers and they should be mapping and so on (I always imagine an infocom game like zork, here), but I think there is a difference between a dungeon-crawl and a maze-crawl, however similar a dungeon might be to a maze...
*edit*
Kaelik wrote:Again, that's not a maze. Like, look. If your decisions literally don't decide where you character walks, then there is literally no difference between a maze any other series of rooms. They could just be a line, it wouldn't matter. Because your decisions don't matter.
Now, sure lots of mazes your decisions also don't matter, which is why lots of mazes suck too, but the one actual advantage of a maze as opposed to anything else is that the decisions of the players allow them to work out or bypass the maze.
I'm definitely not advocating for not allowing PCs a creative way to bypass the maze (or certain portions of it). If they can fly over it or destroy walls or see through walls or whatever, that's great. If they can't do these things or don't think of them or whatever, they gotta go through the maze somehow, and it should be semi-interesting and based on their decisions, and I see the "player decisions" part of the roll-enter thing as the choices they made to bring paint/chalk and take Knowledge(Architecture).
Now I'll agree that this maze-roll-enter thing probably isn't the best way to run a maze, but I think it works well with minimum fuss (rolls) and still allows some player agency (choices they made about items/skills) and so on.
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