
Geremy |
Mazes are really really tricky to make work. Players often don't want to have to map things out, and even when they do the game often becomes about as fun as tracing a path through a maze on the back of a cereal box.
To that end, I'd say you should put something at every "fork" in the maze that can guide the players down the right path, some sort of challenge. This can be a riddle, some sort of skill check, a trap, a fight, just about anything. For example, the PCs might come across a "Stone Wall" trap. If they successfully disable it, they can tell which path it would have blocked off, and take it. If they trigger it, they set it off and it blocks the quick path, forcing them to take the long way around. At the next fork, perhaps a Survival or Knowledge Nature check can figure out the correct path, while failure will send them to a dead end. A third path might be guarded by monsters, who will tell the players which way to go if they're conquered but not killed.
Second, consider the most famous maze in Fantasy, the Labyrinth of Crete. It had a particular guardian, a Minotaur eager to kill anyone who wandered it. Adding a similar threat to your maze can create a real sense of tension. This could be as simple as a high level monster stalking the group, or a spell that's coming after them. Or if you wanted to get real creative, maybe a party of Evil Adventurers is also trying to get through the maze, to pledge loyalty to the creatures who created the maze, and the PCs have to get through first in order to deal with the threat before they're reenforced.