I’ve been playing around with a game mechanic for a while, but have yet to come up with a balanced game to put it in. The concept involves moving through dangerous underground passageways (think Indiana Jones) where in order to proceed one member of the team is voted to test the way. The team then vote on the route to take (left or right). The Mafia know which is the safe route, so this should give the town a lot of vote data to work on.
This mechanic on its own doesn’t make a game, as there is only a 50/50 chance of a ‘lynch’ each day (better than 50% for town and lower than 50% for mafia – assuming the mafia influence the direction votes). So I’m not sure if there should be night kills, or how they should be modified if there are – maybe more protective rolls?
Anyway on seeing this thread, I thought this mechanic could be worked into the D&D theme.
This is an opener that I came up with:
Escape the Labyrinth Mafia
You have been imprisoned by the Evil Lord <insert name here> and have been residing in his dungeons for the last few days awaiting his pleasure. Around you are various other miscreants in a similar situation.
Conversation is limited, as rumour has it, that the paranoid Evil Lord even goes so far as to place informers in his dungeons in the hope of overhearing incriminating information.
Suddenly, there is a rumble like distant thunder, only this gets louder and doesn’t fade away. The ground starts to tremble, is it an earthquake or magic at work? A huge block from the ceiling falls down across the door instantly killing the unfortunate soul cowering there; you only hope he’s one of the informers. Then the ground below you gives way and you drop into darkness.
After only a few seconds the noise subsides, the trembling stops and you become aware of the groans and coughing of those around you. As your eyes become accustomed to the gloom you realise that you are in an ornate chamber, dimly lit by strange flameless torches. There is the symbol of a many-branched tree with an eye above carved into one wall and you suddenly realise where you are – the Labyrinth!
Tales of this place abound, but many people believe they are only made up to scare children into being good. The story goes that the Evil Lords father had a labyrinth dug below the palace where he would send prisoners for his entertainment, any wrong turn would result in a gruesome death.
At this point the characters can find various items, perhaps in chests around the room that they can use in the game?
The way back through the dungeons is clearly blocked, the Evil Lords men will probably breakthrough eventually, but the ceiling looks decidedly unstable so you don’t want to be around when that happens.
There are only two exits from the chamber, both are pitch black passageways and any attempt to illuminate the way with the torches from the walls fails dismally, the passages are clearly cursed so that no light can penetrate more than a couple of inches.
Between you it is decided that the only option is to brave the labyrinth, and not too soon, as another huge boulder falls to the floor nearby, luckily this time no-one is hurt.
You still suspect that some of the Lords men are amongst your number and that they may even know the secret of the Labyrinth, but no-one is coming forwards.
So you decide that each afternoon you will vote one of your number to brave the way ahead, and then in the evening on the route to take (Left or Right). The unfortunate will then be made to test the way for the rest of you.
Vindi can use this mechanic if he so wishes for his Dungeons & Dragons game. If not I will try to finesse the idea into a proper game and so welcome any thoughts on how to balance things.
The map would look like this with the team starting at the top, and moving into a new chamber with each successful choice. Each dead-end is well named
