Post by Vadomar The Sorcerer on Mar 8, 2018 23:56:04 GMT
I've experimenting to run maze scenarios without using maps. This is VERY experimental and any idea-improvement is accepted. I run a session with a party trying to find a house inside a swamp using this rules and the players were confortable and happy . BUT! I want to run the next session in a ancient temple, a classic labyrinth with this rules.
How it Works?:
Evaluating many ideas, I've decided to use the Tracking skill mixing with homebrew rules.
These rules “sees” the maze as a puzzle with many checkpoints with different DD, and a variable named Advance Points (AP), that indicates the advance level of the puzzle, when the players reach the max level of "Advance", they reach the goal.
There are two skills: Pathfinding[Int] and Orientation[Int].
Pathfinding: the hability to choose the better way to reach a goal in a maze, forest, street complex, etc. This skill is rolled against a DD related to the maze.
Orientation: the hability to maintain the notion of the position in wich you are respect to other places. This skill is rolled against a DD named Degree of Disorientation (DDO), related to the maze and enviroment.
Both skills are closely related. Orientation helps to not being lost and take better decisions with Pathfinding.
1º) The Myth Master (MM) defines the maze: he can draw the map defining the passageways, rooms, interesting points (secret passages, levers, stairs/ladders, ítems, enemies, etc). If he don't want to draw the map he can define a simple sketch with the basic interconnections between elements. This map/sketch is for himself, not the party.
2º) He may think in the maze as a puzzle with a DD to reach from a point A to a point B. So when a group of players advance in the maze, they roll Pathfinding and the MM indicates where they are now and the aditional rolls, if need, but never if they are in a correct/wrong way.
3º) Each área of the maze corresponds to an “Advance” point (the MM can use negative points when the party are in a wrong way, going to zones that lead to a dead-end or to an incorrect target).
4º) In some circumstances the party may turn dissoriented, this increases the DD. The MM can define the degree of disorientation (DDO) that the place gives to the party. E.g. a labyrinth or a forest with many similar places must get the party more disoriented tan a place with notorious differences. [See the table 2 at the end]
Note: The DD of the maze and the DDO have a direct connection but the DDO never increases nor decreases.
5º) In each advance, the party may need to roll aditional actions like Orientation or random Encounter (defined by the MM).
Pathfinding test result = 3d6 + Pathfinding
Table 1 – Advance in a maze
Orientation test result = 3d6 + Orientation
Table 2 – Orientation rolls
This is not the definitive and complete version, I need to create solid rules to stablish the DD and DDO for the maze. Actually I use some math drawing a sketch of the place and counting the number of different chambers, similarities between them and number of forks and possible loops.
Again, any contribution -from you good fellow tribesmen- is welcome.
How it Works?:
Evaluating many ideas, I've decided to use the Tracking skill mixing with homebrew rules.
These rules “sees” the maze as a puzzle with many checkpoints with different DD, and a variable named Advance Points (AP), that indicates the advance level of the puzzle, when the players reach the max level of "Advance", they reach the goal.
There are two skills: Pathfinding[Int] and Orientation[Int].
Pathfinding: the hability to choose the better way to reach a goal in a maze, forest, street complex, etc. This skill is rolled against a DD related to the maze.
Orientation: the hability to maintain the notion of the position in wich you are respect to other places. This skill is rolled against a DD named Degree of Disorientation (DDO), related to the maze and enviroment.
Both skills are closely related. Orientation helps to not being lost and take better decisions with Pathfinding.
1º) The Myth Master (MM) defines the maze: he can draw the map defining the passageways, rooms, interesting points (secret passages, levers, stairs/ladders, ítems, enemies, etc). If he don't want to draw the map he can define a simple sketch with the basic interconnections between elements. This map/sketch is for himself, not the party.
2º) He may think in the maze as a puzzle with a DD to reach from a point A to a point B. So when a group of players advance in the maze, they roll Pathfinding and the MM indicates where they are now and the aditional rolls, if need, but never if they are in a correct/wrong way.
3º) Each área of the maze corresponds to an “Advance” point (the MM can use negative points when the party are in a wrong way, going to zones that lead to a dead-end or to an incorrect target).
4º) In some circumstances the party may turn dissoriented, this increases the DD. The MM can define the degree of disorientation (DDO) that the place gives to the party. E.g. a labyrinth or a forest with many similar places must get the party more disoriented tan a place with notorious differences. [See the table 2 at the end]
Note: The DD of the maze and the DDO have a direct connection but the DDO never increases nor decreases.
5º) In each advance, the party may need to roll aditional actions like Orientation or random Encounter (defined by the MM).
Pathfinding test result = 3d6 + Pathfinding
Result | Consequence | Advance | Aditional Action | Descritpion |
5≤DD | Critical Fail | -2 AP | +1DD, Roll Orientation & Roll Encounter | The party takes a wrong way and turn dissoriented |
1-5<DD | Fail | -1 AP | Roll Orientation & Encounter | Advance in a wrong way |
=DD | Semi-Success | +1AP | Roll Orientation & Encounter | Advance in the correct way |
1-2>DD | Success | +1AP | Roll Orientation | Advance in a correct way and evade possible enemies |
3-4>DD | Success | +1AP | None | Advance in the correct way oriented and evading possible enemies |
≥5>DD | Critical Success | +2AP | +2 AP -1DD | Advance in the correct way and gain orientation |
Orientation test result = 3d6 + Orientation
Result | Consequence | Description |
<DDO | Fail | +1DD to the maze (dissoriented) |
=DDO | Semi-Success | +0DD to the maze (the party is slightly confused) |
>DDO | Success | -1DD to the maze (the party gain orientation) |
This is not the definitive and complete version, I need to create solid rules to stablish the DD and DDO for the maze. Actually I use some math drawing a sketch of the place and counting the number of different chambers, similarities between them and number of forks and possible loops.
Again, any contribution -from you good fellow tribesmen- is welcome.