I’m familiar with the ubiquitous Labyrinth Move, but I wanted a move to express wandering twisting dungeon passages…
I’m familiar with the ubiquitous Labyrinth Move, but I wanted a move to express wandering twisting dungeon passages while abstracting the concept of losing your way in the dungeon. This is done via a hold of a “Lost” resource. You need to be at 0 Lost to get back out the way you came. I also like very compact moves, and this accomplishes what I want in a pretty compact format. Like the various wilderness travel moves, I peg this to a specific stat (INT). I like the tension of not wanting to make a squishy PC take point, I think it leads to interesting choices. But just wanted to throw this out there, I tweaked it slightly after several sessions of use. Maybe it will spark some inspiration 😉
When you wander the twisty passages, whoever is taking point rolls +INT (and takes the brunt of any danger). On a hit, you make a discovery. On a 10+ the party takes -1 Lost. If the party is at 0 Lost, you can make your way back from whence you came. On a 7-9 select one below. On a miss, take both, in addition to what the GM says.
* You stumble into a danger
* The party takes +1 Lost