<poking his substantial...>
Just be cognizant of the difference between mazes and labyrinths. Mazes are designed to purposefully mislead people and to hide something at the "heart" (which may not be the center). Their use is there for to hide or protect or to possibly test.
A labyrinth is a ceremonial journey with no dead-ends and an foreordained, if sometimes hidden, heart. It is designed like meditation or monk training to channel the actions or thoughts of the traveler.
From Wikipedia
In colloquial English, labyrinth is generally synonymous with maze, but many contemporary scholars observe a distinction between the two: maze refers to a complex branching (multicursal) puzzle with choices of path and direction; while a single-path (unicursal) labyrinth has only a single, non-branching path, which leads to the center. A labyrinth in this sense has an unambiguous route to the center and back and is not designed to be difficult to navigate.
The purpose, therefore, of a labyrinth is to make something of the journey to the heart, without distracting from or preventing the culmination of the journey.
If you make a maze, decide what you are protecting/hiding in the heart and what choices/dead-ends you want to tempt/tease/threaten the players with.
If you make a labyrinth, Decide what the journey is supposed to be about and what should happen along the way.
Both of those things pertain to the whole meta-story as well as a physical structure, and neither are exclusive of the other. But it helps *me* decide design elements when I clarify whether they are a part of the Maze or a part of the Labyrinth :-)
Edit: An example of a maze, if it's not too annoying.
One of the back-stories on the Gemworld of Amethyst involves the #1 & #2 baddies.
#1, a dracoliche named Greenvenom wanted to hide and protect some things... among them his phylactery, of course. Being *very* old and *very* powerful, he took over an ancient dwarven stronghold and built a maze. Not just any maze, but a full tesseract (actual design of which took nearly a whole pad of graph-paper in the early '80s :-P). There was purpose that drove the design. But it was one design (the tesseract) imposed on another (dwarven ruins).
Then #2 (shortly #1) who *really* wanted a certain tome of Greenvenom's, manipulated some adventurers into defeating the big G (year-long campaign that they "won", to their eternal horror). *BEG*
Now, it's 300 years later (Current NwN-engine setting). The tesseract of Greenvenom still exists (as does the (rather miffed) old, dead, thing). That whole complex still exists, partially ruined, partially populated.
But, without the back-story, it would seem to be nothing but random elements jumbled together, and frustratingly resistant to mapping. Without knowing how much thought and design went into it, would any of my players thought anything except "This wizard's crazier than a sanitorium full of bedbugs!"?
An example of a labyrinth:
Beneath Dreamguard on Needlespire lies the Labyrinth of Rolan (*cough*). It's purpose is not to kill payers, but to make them journey both physically and spiritually before they can come into my august presence. There are tests and guides within, and the secret at the heart is... still a secret. It has it's maze-like elements, but its overriding purpose is to guide the players into self-knowledge. There is only one way through. Guarantee you won't get lost (enough to matter). But you may very well give up and go back from whence you came.
My coupla coppers :-)
<...nose in where he smells minotaur spore>
Modifié par Rolo Kipp, 22 août 2013 - 06:28 .