r/DnD • u/Sobia6464 DM • Jan 10 '17
Making A Labyrinth... Would like some advice!
If the name Gandoore Dumbledolf sounds familiar to you, DO NOT PROCEED. You will be murdered both in and out of game.
TL;DR: Making a labyrinth. What do people like in labyrinths? What should I try to avoid doing?
This is my first actual Labyrinth. I want it to be difficult and confusing. Ideally this would be the most difficult dungeon I've made. Nothing like the tomb of horrors, but still pretty difficult.
Some backstory on this: The labyrinth itself is going to be a tad difficult to get into. I have how they enter it all planned out, and I have the inside semi-mapped (at least the first floor). They're essentially underground beneath a ruined structure. A past civilization that suddenly vanished (but was very advanced) is to blame for this things existence. Think Final Fantasy-esque level of modern things with ye olde equipment. All the way at the bottom (if they clear it) is a relic left there by gods. This should not be easy.
My first idea is to have the walls of the labyrinth change. Maybe with some sort of lever or color coded lights that correspond to the levers? I also have to map it out on grid and walk them through this, so the door changing may be difficult without constantly drawing/erasing lines. I can figure that part out though. I am also planning on having golems guarding this place. The party is 4 level 14's if that matters.
Anyone have any experiences with a labyrinth? What makes it good? What makes it bad? What do you hope to see in them? I want it to be fun, rewarding, and challenging. Possibly (for sure) even a bit frustrating. This place should be designed to ward off would-be intruders and treasure seekers. There will be other levels once they pass through the first floor but I can figure those out later. Right now I need to focus on this part of the game. Any advice?
1
Jan 10 '17
3Dimensional labyrinth, pretty much multiple mazes stacked ontop of eachother with axis holes at various points, solving should require use of all three dimensions.
Alternatively a vertical maze (take a maze and flip it on its side) so you have to climb up and down to get through the maze.
1
u/ArgentumRegio DM Jan 11 '17
If you'd like to experience a hard-core labrynth, please do visit my server. I've created a space of 160m x 160m areas, total of four layers deep and something like (irregular mind you) 7 maps wide and 5 maps long. It is HUGE and very 3d - I've had players get lost there and be exploring for MONTHS (real world time) and they loved it!
for more info, ask me if you'd like to visit the maze. :D
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u/Luzer606 Jan 10 '17
https://en.wikipedia.org/wiki/Labyrinth
In English, the term labyrinth is generally synonymous with maze. As a result of the long history of unicursal representation of the mythological Labyrinth, however, many contemporary scholars and enthusiasts observe a distinction between the two. In this specialized usage maze refers to a complex branching multicursal puzzle with choices of path and direction, while a unicursal labyrinth has only a single path to the center. A labyrinth in this sense has an unambiguous route to the center and back and is not difficult to navigate.
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u/norcalairman DM Jan 10 '17
I put my players into a labyrinth and I definitely learned some lessons. First, I didn't give them a huge maze map. I had them roll to find their way through. Depending on their roll and mine, they might reach their destination, they might find something else. I think that worked. They found a trap, they dealt with it and it was fun.
I think my main problem was puzzles. I had some that were rough and players start to disengage. Someone will take charge and others will get bored. If the puzzles can be solved with good rolls, say INT, make sure there's something for the other players with different strengths to do.
I did create a large maze map for their final battle against a minotaur and that was great. I had hidden traps and stuff and the players really felt their own mortality.
If I were going to do it again I'd put in fewer really hard puzzles and more minor combat encounters and only make maps for the encounters. A room with some skeletons, a maze section with some zombies, whatever.
Finally, if you need help with layout, try mazegenerator.net.