Post by HappyMacXLThanks Adam.
No mazes in Tabletop RPG eh? :D
Heh. Not these days. But, for instance, there's an early Judges' Guild
module for Empire of the Petal Throne called The Nightmare Maze of
Jigresh which is pretty much exactly just a big complicated maze.
Actually the classical tradition is pretty heavy on mazes and mazes with
teleport traps and so forth. But, as with IF, not generally regarded as
good design in this day and age.
Some day I really will write that essay about how the caver aesthetic
without a communication of the actual physical context of caving, plus
the limitations of 1975 technology, plus the ludic necessity to make
dungeon crawling about the dungeon rather than the crawling,
simultaneously created a made-vastly-safer-and-more-human-friendly
notion of cave travel and the need for consciously-designed labyrinthine
spaces in RPGs, CRPGs, and adventure games.
Some day. Maybe after I retire.
Oddly, over in the tabletop world, Patrick Stuart and Scrap Princess
have just released a book called _Veins of the Earth_ which is in part
an attempt to bring the physicality of cave navigation to tabletop
RPGs. It's a cool book, although pricey.
Adam