At‑a‑glance: Sword‑and‑Sorcery • Single‑die polymorph tests • 2–5 + GM • Low prep • Rules‑lite • 2–3h sessions
Mazes leans into classic sword‑and‑sorcery dungeon crawling: grim corridors, torchlight, and hard choices. The tone is Saturday‑night pulp rather than encyclopedic worldbuilding, favoring brisk adventures over heavy lore. Tables can tune the vibe from gleaming heroics to grittier, old‑school peril.
The system’s hallmark is polymorph resolution: each role uses a single polyhedral die (d4/d6/d8/d10). You pick your approach, roll your role’s die, and compare to a target. This keeps math minimal and spotlights the fiction: what you try matters more than stacking bonuses. Turns are structured and clear, inventory is concise, and the GM tools emphasize pacing and rulings‑over‑rules where it speeds play.
Combat is quick and readable. Positioning, resource risks, and consequences drive decisions rather than counting modifiers. The class‑based chassis gives immediate identity without deep build math, so new players can jump in after a short brief.
Mazes modernizes the classic dungeon delve with a crisp, one‑die core per role. That single choice threads through exploration, conflict, and consequence, which makes the system both teachable and memorable. It’s designed for episodic tables—perfect for convention slots or weeknights—while still supporting short campaigns with evolving stakes and gear.
If you want fast starts, clear procedures, and low overhead, Mazes delivers. It’s excellent for one‑shots, introducing TTRPGs, or keeping a rotating group engaged. Veterans who enjoy OSR pacing and “rulings when it helps” will find familiar rhythms, while newcomers appreciate the tidy play loop and minimal prep.
Early impressions highlight fast onboarding and a clean polymorph dice approach. Fans praise its episodic, convention-friendly pace and clear roles, with occasional wishes for deeper long-term progression.
Compare Mazes Fantasy Roleplaying with other great ttrpg games.
Shares the classless OSR feel and fast equipment‑driven play; Mazes is class‑based with a single‑die core, while Knave leans on inventory and discovery.
Both target quick, gritty delves. FTD sits closer to streamlined 5e tropes; Mazes trims further with polymorph resolution and tighter turn structure.
BF is a light BX‑style chassis with traditional classes and d20 tests. Mazes simplifies further with one‑die roles and faster, episodic pacing.
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