Into the Labyrinth
flickr:44200472581
intermediate.png
players.png ~2-10
time.png 5 min
props.png cue-deck × 0 inspire-deck × 0 dice × 0 pen and paper, screen, game piece

Change aspects of your improvisation to navigate through Dungeon Master's maze.

Preparation

You will need a pen and a piece of paper for the Dungeon Master. Depending on your playing environment, you might need also a screen (e.g. cardboard) for Dungeon Master, because his paper should not be watched by other Players. If your paper lays horizontally, have also a single small object to mark the changing position on a piece of paper.

Set up

A percussive Player is chosen as a Dungeon Master (the rest of the Players should be melodic). He will play with a piece of paper that will not be seen by other Players. When everyone is seated, Dungeon Master proceeds with the setup:

On a piece of paper draw a 3x3 grid of squares - every square will be a room in the dungeon. Mark one of the squares as the starting point of Players (for first games let it be the middle square) and a place of treasure. Then add three walls in such a way that a single wall divides two small squares on a grid by their side and no square is locked out from the rest of the dungeon.

Establish the dimensional aspects (it's helpful to write them down on your piece of paper). Players might end up wander blindly through the dungeon, but Dungeon Master will need to know 100% where they are at any time. For first games it's best to play with density and pitch. Here, density grows from South to North (bottom-up) and pitch grows from West to East (left to right).

Gameplay instructions

Players start to improvise freely but with some rhythm involved and with narrowed pitch range for each Player.

The game proceeds in steps:
1) DM points to the Player that will direct the team by his music in this turn. DM is obliged to point to different Players during the game and try to let everyone play, but otherwise he can arrange the music freely.
2) Player chosen by DM changes his or her pitch/density to indicate the direction of movement in the dungeon.
3) DM signals if the team went through (soft percussive sounds) or bumped into the wall (sharp sounds).

Game end

Game usually ends when Players reach the treasure (which is signalled by triumphant sounds from Dungeon Master, e.g. hand clapping or conglatulatory speech). But two type of losses are possible - when Dungeon Master loses track of Players or Players give up in searching for the treasure.

Example

Here is a solo run, where adventurer was quite lucky and hit just one wall although happened to visit quite a lot of squares (7 of 9).

Designer-composer

Game is in beta and is being developed by DrZdrowie and odolany. But everyone is welcome to contribute!

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