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	<title>Comments on: Maze of Possibilities</title>
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	<link>http://rpg.brainclouds.net/2012/10/16/maze-of-possibilities/</link>
	<description>A look in to the mind of a D&#38;D content designer</description>
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		<title>By: phasedweasel</title>
		<link>http://rpg.brainclouds.net/2012/10/16/maze-of-possibilities/#comment-1327</link>
		<dc:creator>phasedweasel</dc:creator>
		<pubDate>Wed, 17 Oct 2012 20:31:14 +0000</pubDate>
		<guid isPermaLink="false">http://rpg.brainclouds.net/?p=1251#comment-1327</guid>
		<description><![CDATA[Fuck fuck - didn&#039;t finish reading to the disclaimer.  Delete my post if you don&#039;t want to know!]]></description>
		<content:encoded><![CDATA[<p>Fuck fuck &#8211; didn&#8217;t finish reading to the disclaimer.  Delete my post if you don&#8217;t want to know!</p>
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		<title>By: phasedweasel</title>
		<link>http://rpg.brainclouds.net/2012/10/16/maze-of-possibilities/#comment-1326</link>
		<dc:creator>phasedweasel</dc:creator>
		<pubDate>Wed, 17 Oct 2012 20:29:31 +0000</pubDate>
		<guid isPermaLink="false">http://rpg.brainclouds.net/?p=1251#comment-1326</guid>
		<description><![CDATA[I liked the &quot;Chaos Maze&quot; mechanics presented in the Fourthcore module &quot;Fane of the Heresiarch&quot; a lot.  Instead of card draws, the 25 cards are placed face down in a grid, and essentially you play a game of memory.  Match pairs of &quot;progress&quot; cards to earn a success.  Failure to do so incurs certain penalties.  There is also a &quot;reward&quot; pair, and five &quot;monster&quot; cards.  The cards are removed when matched, and reshuffled after each player picks two.

I used this to simulate an &quot;impossible geometry&quot; maze created by a Lovecraftian horror in my game.  It allows for player skill (ability at memory) and creates better choices, I think, than card draws or a random generator.]]></description>
		<content:encoded><![CDATA[<p>I liked the &#8220;Chaos Maze&#8221; mechanics presented in the Fourthcore module &#8220;Fane of the Heresiarch&#8221; a lot.  Instead of card draws, the 25 cards are placed face down in a grid, and essentially you play a game of memory.  Match pairs of &#8220;progress&#8221; cards to earn a success.  Failure to do so incurs certain penalties.  There is also a &#8220;reward&#8221; pair, and five &#8220;monster&#8221; cards.  The cards are removed when matched, and reshuffled after each player picks two.</p>
<p>I used this to simulate an &#8220;impossible geometry&#8221; maze created by a Lovecraftian horror in my game.  It allows for player skill (ability at memory) and creates better choices, I think, than card draws or a random generator.</p>
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		<title>By: froth</title>
		<link>http://rpg.brainclouds.net/2012/10/16/maze-of-possibilities/#comment-1319</link>
		<dc:creator>froth</dc:creator>
		<pubDate>Wed, 17 Oct 2012 14:26:29 +0000</pubDate>
		<guid isPermaLink="false">http://rpg.brainclouds.net/?p=1251#comment-1319</guid>
		<description><![CDATA[I don&#039;t know if you have access to the old 1e adventure &quot;Pharaoh&quot;or not, but it has a maze/gauntlet portion that might be worth looking at to see if it gives you any ideas.]]></description>
		<content:encoded><![CDATA[<p>I don&#8217;t know if you have access to the old 1e adventure &#8220;Pharaoh&#8221;or not, but it has a maze/gauntlet portion that might be worth looking at to see if it gives you any ideas.</p>
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		<title>By: Benoit</title>
		<link>http://rpg.brainclouds.net/2012/10/16/maze-of-possibilities/#comment-1316</link>
		<dc:creator>Benoit</dc:creator>
		<pubDate>Tue, 16 Oct 2012 23:14:13 +0000</pubDate>
		<guid isPermaLink="false">http://rpg.brainclouds.net/?p=1251#comment-1316</guid>
		<description><![CDATA[I agree with DeuceDM - there should be &quot;shades&quot; of success. Higher check = get to look at more cards. Also, give the decision to roll a skill check some teeth - what is the consequence for failure? Give some treasure back, automatic failure, automatic encounter? Decisions are always engaging. 
You could also give a choice of some sort upon success - draw x number off the deck OR draw 1 off this other &quot;minor treasures&quot; deck, which has small consumables that boost skill checks or whatnot. OR the &quot;minor treasures&quot; deck could just be a range of skill bonuses, BUT the labyrinth has to be beaten in a certain number of turns. So then the decision becomes, &quot;Do I take a bonus for a future turn, increasing the likelihood that I can draw more than one card, or do I draw a progress card because we have to beat this thing quickly?&quot;

Both of these things keep it from turning into &quot;My turn? I roll to see if I can draw two...no...I draw one.&quot; That would get boring quick.]]></description>
		<content:encoded><![CDATA[<p>I agree with DeuceDM &#8211; there should be &#8220;shades&#8221; of success. Higher check = get to look at more cards. Also, give the decision to roll a skill check some teeth &#8211; what is the consequence for failure? Give some treasure back, automatic failure, automatic encounter? Decisions are always engaging.<br />
You could also give a choice of some sort upon success &#8211; draw x number off the deck OR draw 1 off this other &#8220;minor treasures&#8221; deck, which has small consumables that boost skill checks or whatnot. OR the &#8220;minor treasures&#8221; deck could just be a range of skill bonuses, BUT the labyrinth has to be beaten in a certain number of turns. So then the decision becomes, &#8220;Do I take a bonus for a future turn, increasing the likelihood that I can draw more than one card, or do I draw a progress card because we have to beat this thing quickly?&#8221;</p>
<p>Both of these things keep it from turning into &#8220;My turn? I roll to see if I can draw two&#8230;no&#8230;I draw one.&#8221; That would get boring quick.</p>
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		<title>By: DeuceDM</title>
		<link>http://rpg.brainclouds.net/2012/10/16/maze-of-possibilities/#comment-1312</link>
		<dc:creator>DeuceDM</dc:creator>
		<pubDate>Tue, 16 Oct 2012 17:57:09 +0000</pubDate>
		<guid isPermaLink="false">http://rpg.brainclouds.net/?p=1251#comment-1312</guid>
		<description><![CDATA[D,
     Why not a two or three different decks to simulate the skill, then the roll determines the # of cards the player can draw?  Maybe 1 card per 10 on the skill check?  Nat 20 = an extra card?  Would add to the complexity of the program, but also give the maze ALOT of flexibility.]]></description>
		<content:encoded><![CDATA[<p>D,<br />
     Why not a two or three different decks to simulate the skill, then the roll determines the # of cards the player can draw?  Maybe 1 card per 10 on the skill check?  Nat 20 = an extra card?  Would add to the complexity of the program, but also give the maze ALOT of flexibility.</p>
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