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(2 edits)

The vibe of the Labyrinth is competent but connection to theme is more or less in the nouns involved otherwise, the Argos in particular. 

The Warden's notes explain entering a "new location" but because they are randomly generated this is somewhat vague in terms of use. The nature of the module means a map would be difficult or impossible but this is solidly theater of the mind in any case.

With 20 entries on the locations list the slightly nonstandard 12 - 54 list could probably be made into d10's/d20 although I acknowledge I don't know how that would affect probability or if the position of any entry is weighted and MoSH likes to leave the latter for panic checks. This is appropriately the real core of the design as it will produce all of the variation in the experience while the story beats are doled out regularly. 

I have concerns that as written this would be excessively punitive on players. The complications table is rolled for every single location visited and all complications are stress generators (albeit with saves), which might compound with combat encounters which are essentially inevitable. In practice a Warden can adjust to suit of course.

Would be nice to see some more visual identity.