S
Sunseeker
Guest
So I'm running a 3.5 game and I just started my players into a labyrinth. However, I didn't want to have a pre-made labyrinth or dungeon to run them through, so I thought to myself: "How to I make this interesting?" Which reminded me of the game "Betrayal at the House on the Hill", specifically the idea of laying down cards to form a layout for building without having the whole thing readily available drawn on the map, or having to reach out and draw each segment on the board as it came up.
I'm establishing initiative at the start of the game, and each player will take their turn in whatever order they want and draw a card, laying it down on the board in the position of their choosing. There are straights, corners, intersections and rooms. On a smaller percentage of each of these cards there are traps, encounters(some big, some small) or treasure, the majority of which happen in the rooms. I have some random tables for treasure, traps and encounters.
What I want to achieve is suspense for both the player and myself the DM, I don't know exactly what the labyrinth looks like, I don't know which way my players will choose to go, and I don't know what they're going to find when they make those decisions. The whole deal however, which I intend to span over a couple sessions(probably no more than 3) will culminate in one big "boss fight" regardless of which path they choose. If they do somehow manage to wall themselves off in the room, I'll probably DM fiat in a "secret passage" somewhere to let them progress further.
It's a 10'x25' corridors(3x5 cards), and I'll probably throw in some kind of very powerful magical darkness that prevents them from seeing beyond that distance. It looks sort of like a hybrid between "Betrayal..." and "Munchkin".
Now...the trick is to get my players to actually show up.
If you have any suggestions for me, or have tried something like this before, I'd be curious to hear your tips, or how it worked for you.
I'm establishing initiative at the start of the game, and each player will take their turn in whatever order they want and draw a card, laying it down on the board in the position of their choosing. There are straights, corners, intersections and rooms. On a smaller percentage of each of these cards there are traps, encounters(some big, some small) or treasure, the majority of which happen in the rooms. I have some random tables for treasure, traps and encounters.
What I want to achieve is suspense for both the player and myself the DM, I don't know exactly what the labyrinth looks like, I don't know which way my players will choose to go, and I don't know what they're going to find when they make those decisions. The whole deal however, which I intend to span over a couple sessions(probably no more than 3) will culminate in one big "boss fight" regardless of which path they choose. If they do somehow manage to wall themselves off in the room, I'll probably DM fiat in a "secret passage" somewhere to let them progress further.
It's a 10'x25' corridors(3x5 cards), and I'll probably throw in some kind of very powerful magical darkness that prevents them from seeing beyond that distance. It looks sort of like a hybrid between "Betrayal..." and "Munchkin".
Now...the trick is to get my players to actually show up.

If you have any suggestions for me, or have tried something like this before, I'd be curious to hear your tips, or how it worked for you.