I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label Unfinished Worlds. Show all posts
Showing posts with label Unfinished Worlds. Show all posts

Wednesday, January 01, 2020

2020 is here, what do YOU need?

Happy new years folks!

Welcome to the year of the double-crit!


If you've been reading this blog, you might have seem my last post, with my plans and ideas for 2020.

In this post, I'm looking for suggestions.

(And if you already commented on that post, thank you! I am writing this down!)

Why, do you ask? Well, I enjoy writing, but I also enjoy being read. It's way better than writing for myself. I enjoy the feedback, the exchange of ideas, etc.

There are some things that I have to write, and I'll write them regardless of readers. Others are stuff I'm interested in, but there are so many possibilities heard that I'd rather focus on whatever people want to read about.

Of course, there is also lots of stuff that I am just not interested in. I am probably not the guy to create new spells for 5e, for example. Now, if you want a new spell system...

Anyways, here are the questions I wanted to ask you. What do YOU prefer? What do YOU want to read about? I'll keep my eye on this post for the entire year of 2020, so drop by in any moment to leave a comment.

Here are some dichotomies to think about... and choose from, if you will.

Blogging x Publishing

I'll do both, but I'm curious: are the readers of this blog interested in the stuff I publish? Do you like to see some of the ideas discussed here in an organized, finished manner? Or do you prefer the back and forth of brainstorming, discussing ideas, etc.? Maybe both?

Blogging is a lot easier than publishing. The advantage of publishing is that I can finally finish stuff... make choices an compromises instead of just coming up with ideas. And present my ideas in a condensed and polished manner for me and others to use. Harder than blogging, yes - but, I think, more useful in many ways.

There is another issue... Since we lost G+, I don't entirely thrust this anymore. Blogger could be gone tomorrow, and backing everything pu is a hassle. Now, about my books, I have backups up in multiple places... they aren't going anywhere.

OSR x 5e

Nowadays, I play only D&D and derivatives. My favorite editions are Basic (B/X, RC) and 5e. There are some similarities, but not always. Like many, I want a version of 5e that is closer to Basic. Something simpler, less convoluted. 

Dark Fantasy Basic does something like that, but it is more OSR than 5e, and has some 3.5x thrown in.

Are you interested in OSR stuff? 5e stuff? Or a mix of both?

Print x PDF

I have never published anything in print, and I have no experience with that. Some people have been asking me for print versions.

Even if you are not interested in my stuff, I'd like to know if you prefer print books or PDFs.

Art x Writing

Most of my small PDFs are pretty plain: a good cover and no interior art. Easy to print and to use, which suits me. 

Now, "big" books are a different matter. Without art, they become big wall of texts, and this is tiresome to the eyes. DFB has lots of (public domain) art because I wanted it to look a certain way. I'm sure I could do something similar with layout, etc., but again, I'm not an artist.

Manual of Arms has SOME art, providing illustration for new weapons (saber, falchion, etc.).

I could introduce more art to my small books, but I'm not sure how useful this is (and this means extra work, of course). What do you think?

Crunch x Fluff

I discuss mechanics quite a lot in this blog. Analyzing existing systems, creating house rules, etc. Its been quite a while since I gave you monsters, settings, etc. Here are a few examples: 1, 2, 3, 4. Would you like to see more of that? Or an adventure (based on this)?

In any case, I'll keep publishing random tables to generate monsters, settings, adventures, etc.

There are other types of content that I do not usually post... Do you like reviews? Posts about actual games I've run, like these two? Non-RPG book reviews like these three posts? Let me know!

One last thing: Curse of Strahd

I am in the final stages of running Curse of Strahd. I have a LOT to say about this module. However, this would only interest people that also want to run it - I assume the number is small. If you're interested in this, let me know!

Anyway...

This is what I've got for now. One of the most difficult things about writing is getting feedback - so I'll appreciate any feedback you can throw my way. Of course, if you enjoy reading my stuff, here is a good chance of tilting me towards stuff you're interested in. Thank you! 

I hope you have an awesome 2020! 

Monday, December 30, 2019

Some RPG plans por 2020

I know, the best-laid plans of mice and men and yadda yadda. I didn't succeed in everything I wanted in 2019, but I wrote some RPG stuff that made me happy.

And 2020 is the year of the double critical, so I'll stay optimistic!

RPG-wise, what I want to do in 2020 is publish a few books. Some are already written, some are just vague ideas at this point, and some are in the middle.

ALL are related to the stuff I write in this blog, mostly because this is the stuff that is on my mind.

Here is what I've got so far.

Dark Fantasy series

I have two more books for my Dark Fantasy series: settings and magic items

I also wrote a book with 100 magic weapons for Dark Fantasy. I like the result. If people like it, I might make a few more (have a few ideas for armor and other magic items).

I am planning to have these three books out before the end of the third trimester.

I'm very, very tempted to write a Dark Fantasy Cyclopedia of sorts. That would include ALL the stuff I have plus a few things from the Teratogenicon (see below). And I want to revise and update a few things from Dark Fantasy Basic. If I do this, I think I'd like to have a print version to use at my table.

This might be lots of work, so maybe I'll leave it for last.

UPDATE [2020]100 magic weapons was made available in January. Dark Fantasy Magic Items and Dark Fantasy Settings are available since February.

Teratogenicon

The Teratogenicon is written. Now I've got some revising to do. The art (by Rick Troula) is not finished yet, but it is looking GREAT so far.

I think we might get this finished before July.

I really like this project, and I want it to be huge. However, I'm not sure if everyone feels like me about monsters. In short: that they should be more varied and interesting, and that this is more important than stat blocks.

Anyway, this is happening regardless. I really hope you like it. If lots of people want it, there might be a print version.

UPDATE [2020]: Teratogenicon is here! And it's beautiful!





Fifth Edition stuff

I have been thinking a lot about 5e lately. I feel I could create an easier, faster version of 5e without losing anything significant. I think I could reduce the relevant parts of 5e to about 100-200 pages. It looks like hard work, but I have the SRD to work with. I dunno. There are a few good books on the market that do that already.

My manual of arms book didn't get much traction, reviews, comments, etc. I'm unsure about making one for armor (and stunts, options, etc.).

There is no date for that so far.

UPDATE [2020]: nope. See here.

Setting stuff

I have a few settings in mind, but nothing is written. Well, some ideas were added to the Teratogenicon and Dark Fantasy Settings, but a have no "setting book" yet. 

I feel a bit silly about inventing names for places, races, people... I don't even USE published settings as written, I added stuff from multiple places, and my books are like that, more suggestions than hard rules, so not sure how useful it would be for other people.

Anyway, I am curious about creating a gonzo, post-apocalyptic setting from this and this. And maybe this and this. In short, my own version of Dark Sun.

There are other ideas too, maybe I'll test the waters a little before I dive in.

There is no date for that so far.

UPDATE [2020]: nope. See here.

Stay tuned!

Here is my idea if you want to keep track of this stuff. I'll update THIS post during the entire year, giving you links as these things come out. See how I wrote "UPDATE [2020]" under each topic? Yeah, I plan to use these blank spaces as soon as I can.

If I fail, well, feel free to call me out in the comments!

Also, I'm writing a second post about my "2020 RPG resolutions" in a couple of days, specifically to ask what would YOU like me to do

Do you want more blogging or more publishing? Do you want OSR, 5e, or both? Lots of arts, lots os writing, or both? Print or PDF? Let me know in the next post... Or, if you can't wait, let me know right here!

Wednesday, February 27, 2019

Nautical adventures (+Ghosts of Saltmarsh)

So, apparently D&D's next book is Ghosts of Saltmarsh. The name is from the classic module The Sinister Secret of Saltmarsh, which is contained in the book in some shape or form.


When I described my four favorite meta-settings, I ended the post with " I always wanted to play a nautical campaign, going from one exotic island to another, but never managed to do it. [...]"

I really like the idea of nautical adventures, "The Seven Voyages of Sindbad" style. There are several reasons for that (other than the fact that I've loved to read the stories as a kid...).

First, you can go through old classics and new stuff, things like Isle of the Unknown, Isle of the Ape, Hot Springs Island and Tomb of Annihilation, just to mention a few. Qelong also fits, since you start from a boat IIRC, and might be a chance to use Freeport and some pirate stuff (out of Fighting Fantasy, for example).

You can insert something that would fit the bermuda triangle or Lost, or maybe even Earthsea. Plenty of good, epic stuff to mine from greek classics. Also At the Mountains of Madness (and all of the old gods and fish-people trapped under the sea), Dr. Moreau, King Kong... The possibilities are endless.

The idea of "strange lands beyond the sea" is more believable and exciting for me than that "Yawning Portal" stuff.

There is some continuity in the crew - and also a possibly of replacing characters. But there is also the constant discovery of new lands.

You can destroy an island without destroying the entire world, which seems cool. You can lose or retire half of your crew and go back for replacements. You can even leave some people healing during a certain expedition, only to go back into adventure in the next one.

Anyway, a great idea from WotC.

BTW, I also mentioned Ravnica in that (2017) post... Does that mean we could get Dark Sun next? One can only hope! ;)

Wednesday, October 18, 2017

My four favorite (meta)settings

I've written a few settings, modified more than a few. When I start a new campaign, I ask my friends in what setting they want to plan, unless I have some specif idea in mind. These are the four options I usually give them; they include all my favorite settings and most settings I can think of (Forgotten Realms, Planescape, Dark Sun, Dragonlance, Yrth, Tékumel, etc). You'll see there is plenty of overlap, but I like to keep these four separate - it helps my keeping the tone consistent and might point you to the kinds of settings you want to read about in this blog.


Adryon - Vanilla twist fantasy

Adryon was my first effort at creating my own world, full of fantastic races, different languages, exotic kingdoms, weird magic, portals and lots of cliches. Only after writing 300 pages I realized there are other more famous and well developed kitchen-sink settings such as the Forgotten Realms and Golarion out there, and they are not even my favorite type of setting. But Adryon, like these settings, has some hidden gems, and became my go-to setting for "vanilla fantasy" with a twist.

One thing I avoid is firearms; I like to keep technology limited and prefer a sword and sorcery vibe over renaissance and faux medievalism (although knights and inquisitor can often be found) .

Characters: the usual suspects, maybe a bit twisted, plus cat-folk, lizard-folk, elephant-folk and some others.

Locations: distant realms, barbarian wastelands, villages, cities and castles.

Inspirations: classic D&D setting and appendix N stuff (specially Howard, Liber and Moorcock, but also Tolkien), Old World (WFRP), Golarion.

In this blog: the empire of the dead; tag Adryon.


Days of the Damned - Dark Videogame World

I love "gothic videogames" since I was a child. Their settings, monsters and traps are better fitted for RPG than gothic novels and most horror movies (although mangas such as Berserk an Claymore are also big influences). Dark Souls is the most important inspiration in recent years. The idea is to put the PCs heroes in dark, desolate worlds where every institution is unreliable, there is no central government to keep things stable (also, no law and no boundaries) and the monsters are bigger and nastier than anything you will find in other settings. The gods are absent or unreliable, non-humans are rare and usually evil (although monsters of all kinds - even Hammer horror - are everywhere), and magic is corrupting. Nights are long and days are foggy and gray.

My (unpublished) Days of the Damned RPG focuses on this genre (here is a comparison with D&D e 13th Age mechanics). Although there are some good RPGs with similar themes out there (Dragon Age, SotDL, WFRPG), my own writing focuses on human PCs and avoids playing for laughs or embracing nihilism. The overall feel is of decadence and chaos, instead of post-apocalyptic badassery and rebirth.

Characters: human (or near human) eager to fight terrible monsters with limited resources. Don't get attached.

Locations: giant ruins, near-empty villages, haunted forests.

Inspirations: Dark Souls, Castlevania, Ghouls 'n Ghosts, The Witcher (haven't read the books), Berserk, and to a minor extent Bloodborne, Dragon Age, Skyrim, Ravenloft, Lamentations of the Flame Princess. Also, if you're looking for gothic RPG stuff, you can find awesome ideas in Tales of the Grotesque and Dungeonesque.

In this blog1000 Lawful Deities; tag: Days of the Damned.


Ecumenopolis - High fantasy Multiplane Teradungeon

Other type of setting I enjoy is the "super high fantasy", where heroes deal with multiple planes of existence, mega-cities with endless dungeons, and magic so powerful and advanced that it can become indistinguishable from high tech.

Society is very urbanized and as complex as our own; warring factions are bound by byzantine laws enforced by sorcery; and the (very strange) gods will often meddle in the affairs of the City. Civilization is booming; it could reach singularity or destroy itself any day, although it has lasted for hundreds of years. Magical creatures and items are commonplace, but "traditional" fantasy are almost verboten: no orcs, dwarves, or traditional elves. Ravnica is my main inspiration here, but I there is plenty of other stuff I can find no better place for, such as Planescape and China Miéville.

D&D 5e seems to be a perfect fit; characters become extremely powerful and might even shape reality but are still susceptible of being brought down by a powerful gang of thugs.

Characters: anything goes, except the usual stuff!

Locations: mazes, enormous buildings, endless cities, back alleys, courtrooms and arenas.

Inspirations: Ravnica, Talislanta, Ptolus, Star Wars, Planescape, China Miéville.

In this blog: my "Lost Mines of Ravnica" series; and Planet Asterion has a similar vibe in some (but definitely not all) aspects. tag: Ecumenopolis.


Beneath the Bloody Sun - Post-apoc Survival Savagery

My own version of Dark Sun, with lots of Tékumel, Clark Ashton Smith and french comic book artists. Mother Nature was made barren and the world itself hates life. Now, the post-apocalyptic wastelands are ruled by city-states inspired by ancient history. Life is cheap and every resource - metal, magic, water - is scarce. Instead of horses and lions, you get feathered dinosaurs, giant worms and insectoid-people. There is radiation, teleportation, and lasers from ancient times  - but even the simplest technologies are indistinguishable from magic to the people of this primitive planet.

Characters: mostly humans but also other mutant and alien types.

Locations: great cities surrounded by walls, ziggurats, endless wastes of scorching sun.

Inspirations: see the complete list here, plus Talislanta, GURPS Fantasy II, etc. Tags: bloody sun.

Other settings

These are not the only settings I like, but only my favorites. I seldom write about settings that use honor and reputation as central themes, but I certainly enjoy using them (Pendragon, Westeros, L5R, etc.). I always wanted to play a nautical campaign, going from one exotic island to another, but never managed to to it. These are all fantasy settings, obviously - there is plenty of other stuff to use for horror, sci-fi, and so on.

Saturday, August 26, 2017

The Empire of the Dead

Part of the Adryon series.

Artavos was once the greatest empire in the world. Nowadays, even after being reduced to a shadow of they former glory, the Artavians still fancy themselves the most civilized people of the world. They are, indeed, part of a cosmopolitan and literate nation, where many people are welcome and innumerable religions practiced. Gods from foreign lands are worshiped side by side with the Artavian pantheon, and barbarian warriors can rise to some of the highest ranks in the legions.

After all, a man's religion or origin doesn't really matter. They will all die.

Source.
It was the barbarians beyond the borders that first called the Artavians the empire of the dead, when they came marching with endless legions dressed in black armor and carrying heavy shields, with wolves, eagles and skulls in their red standards, to spread peace through endless war.

Physically, the Artavians are shorter and darker than their "barbarian" neighbors. Closely trimmed hair is common in both men and women, specially in the legions. Long hair and long beards are for aristocrats, sibarites and the elderly. Some of the legions paint their faces white. It makes them look like ghosts or skeletons. Since this is sometimes seem within the cities, it might be fashion instead of intimidation.

But the Artavians do not worship Death itself. Well, not exactly. They make no statues of the Pale Lady and ask no blessings in Her name, although they acknowledge and respect Her infinite power.

Mostly, the Artavians worship the dead. They keep masks of their deceased ancestors in their walls, and burn incense to their memory. They study ancient philosophies of forgotten civilizations, and search for wisdom only in the words of the ancients. Their churches are full of cold, black and white statues, and littered with bones, while the sands of the arenas are constantly red and wet.

This doesn't make the Artavian savages. They avoid suffering, and frown on torture. Their highly advanced codes of laws commands that even traitors are killed quickly. They have no executioners or hangmen - a man condemned to death can, and will, be killed by any honest citizen.

If death isn't enough, the punishment is to send the soul quickly to Oblivion, where all will eventually go to disappear. The convict has his name removed from the records, their statues defaced, their memoirs burned and their houses destroyed. Even the relatives are forbidden to honor their names.

Sometimes, the punishment of Oblivion is cast upon a living person, turning it to a soulless non-being. Few survive the ordeal to start their lives in some distant nation. Most prefer to fall on their swords.

Death is not welcome by the Artavians, but is usually not feared as well. Abortion, infanticide, suicide and euthanasia are widespread solutions to such problems as unwanted or malformed children, dishonor and senility.

The Artavians respect the vessels that carry their souls as respectable objects. They do not embalm or venerate them like the serpent worshipers, nor carve cups out of skulls like the barbarians of the Crimson Lands. Corpses are burned or buried, and seldom desecrated, because Artavians abhor disorder and disease. Ghosts and spirits are not part of everyday life, but accepted as natural. In one Artavian island, it is said that the dead come to dance with the living during carnival nights.

Still, the Artavians enjoy life like most other peoples. They like red wine dark bread. They like music, theater and sport, although only lasting works of sculpture and literature are seem as true art, since they transcend death. They are objective and pragmatic, which makes some of their art seem unsophisticated to other people. Their technology is fairly advanced, their tactics excellent, their logistics unsurpassed.

The Artavians enjoy sex and are not ashamed of worshiping fertility deities in the wild during the festivals. An individual life might not be sacred, but the power that creates life is. Marriage is a tool of politics and economics, not love, so both spouses are usually free to pursue their own goals with little regard for fidelity.

And the Artavians do seem to enjoy war. But not really.

There is glory in war, but not much happiness. There is also profit to be had. For all the talk of honor and empire, there are many who believe that Artavian generals are more interested in pillaging other peoples and taking slaves to further their own political status, and little else.

In fact, money, glory, honor and status are all means to one end the Artavians do not usually mention.

There is an old superstition that says that after all is said and done, and all the incense burned, and all the children and their children have forgotten the man that lived behind the cold mask in their halls, so that the spirit will leave all ties to the world... then the Pale Lady herself will stare unto your soul and, if she finds it worthy, will uncover Her eyes so you can stare back - if you have enough courage to avoid looking away - and get a glimpse of the meaning beyond it all, before you march into Oblivion.

Wednesday, August 02, 2017

Planet Asterion

Here are a few very loose ideas for an unfinished campaign setting. I wrote this a while ago and, to be honest, doesn't feel like an ideal RPG setting, but I thought I'd share anyway. Who knows, it might be the first post of an "Unfinished Worlds" series. Unless I get lost in the way...


Planet Asterion

Planet Asterion is an endless maze. It might be a real planet, but then again it might be something else. Nobody has found the way out, and the exit is probably a myth. Common people waste no time with such thoughts.

Most corridors are 10 feet wide. There are wider clearings along the way, but big ones are rare.

The maze might have been created by someone, but most of it was not "built" in any meaningful way. Instead, the maze-like patterns force themselves on reality.

Which means:

- Plants will grow into endless maze formations, always connected to one another - loose parts will die out. Most of the maze is made of living or decaying wood. The most common flora on Planet Asterion is made of short (about ten feet), dark red trees, with flat trunks that can go on for miles, no branches and often covered by dark leaves. These plants seem to take most of their sustenance from the ground, rather than the sun. Their life cycle is no longer than a few weeks, which causes the maze to change constantly. They can be hacked with an axe in a couple of hours, but unless the roots are destroyed they will regenerate within a week. They bear bitter fruit - but it might save you from starving.

- Erosion will cause rocks to become natural mazes. These walls are a lot harder to break, and often taller than plant mazes, but more stable. A stone clearing is valuable territory, since you can build a house on it.

- Animals build their structures in the same way. Exotic beaver creatures infest the planet, and they are often building walls out of plant materials, re-purposed ruins or random trash. People assume they are intelligent, as they are certainly able to communicate through gestures, but they aren't really interested in other creatures.

There are different kinds of maze - or different parts of the same maze - too. The maze itself is very hard to navigate, but the different parts of it have specific characteristics that can make people know what to expect. Walls made of living flesh or bone are usually bad omens.

And then, there is Old Town. The labyrinth made os bricks and stone, with hidden doors, dangerous traps and crazy inhabitants that speak in riddles. Well, at least the mist cannot reach you in there. Nobody knows who or what built such thing, or for what purpose. Unlike the rest of the world, this is a mystery that actually makes people a bit curious.

Oceans exist, but no wood seems adequate to make a boat. Mountains can be useful in finding directions. The sun and stars are a bit less reliable.


The Oblivion & the mist

People in the maze seem to be forgetful, to say the least, but very adapted to the planet they are in.

The nature of the universe is a non-issue. Everybody know they live in a maze world, and nobody cares except a few demented philosophers. 

Where do you come from? Nobody cares. You assume you had a father and a mother at some point, but, unless they are with you at this very moment, chances are you don't remember how you got separated. No use in brooding over it now.

Languages? Well, everybody speaks Common, because of course they would. They know a language from their past, that they don't really use unless they happen to find a long-lost relative.

You might also know a third language, one that only you can speak. You have tried to find someone else to talk to, but it has been fruitless.

I might have something to do with the mist that comes at random intervals, stealing people's memories without notice. Recent memories remain, and you don't forget the times you spent with people that are currently around you, but much is lost anyway.

Even the things that you thought to be parts of yourself.


People and civilization

There are all kinds of intelligent creatures in the maze, although they are seldom taller than normal humans. Rhinoceros people, noseless aliens, and intelligent quadrupeds are all common, but not much similar to each other and not particularly likely to band together unless they are a family. Most intelligent creatures have humanoid shape, and people don't really notice the differences.

It is hard to be prejudiced - you can often tell someone's strength by the size of their muscles, but having pointy ears doesn't make one more likely to see in the dark.

Genetics work differently in there. It seems like all kinds of creatures can produce children, who only looks vaguely similar to their parents half the time. Children cannot be conceived without love, even if love may also be forgotten in a few minutes.

There are no significant civilizations. There are small tribes and parties wandering around, loose families, and so on. but one can hardly build a city in such environment. Large gatherings of people will cause starvation and death, since the fruits are scarce.

Intelligence creatures have tried to build ample structures. It's no use. Plants will creep through the floor. The ground will fracture. Eventually, it will become part off the maze. Legends tell of the Suspended City, which the plants cannot reach, and of the Mad King who built the ever-changing Golden Maze palace that is undisturbed by the pattern, but then he got lost inside, never to be seen again.

Repeated attempts at building cities have managed to leave lots of ruins - strange, forgotten, warped ruins, that most people avoid.

With no social tissue, it can be hard to know how to treat people. Everybody can talk to each other, but resources are scarce and everybody is hungry.

Fortunately, some truths seem to be self-evident to most intelligent creatures. Killing, stealing and lying are wrong (although people will do it anyway). Adding a brick to the Old Town maze or traversing it brings good luck, provided you survive, while eating the beaver-creatures brings bad luck. All this stuff is obvious.

Intelligent beings meeting you for the first time will treat you like they rolled on a Moldvay reaction table. Unfortunately, not all creatures that look like people are actually people.


What Evil lurks

There are no great, land-based monsters in Planet Asterion; the maze cannot support them. Birds are common, pterodactyls a bit less so, and dragons are the stuff of legend. Most menacing creatures within the maze look like tigers or wolves - seeing one turn the corner is a terrifying experience.

Even small, burrowing creatures have a difficult time avoiding the maze. Snakes cannot go through walls, except in the greener areas. Monkey-like beings that can climb and jump fare somewhat better.

The greatest danger to the people are the violently insane. They act in unpredictable ways, and often attack on sight. Their eyes are hollow and most are unable to communicate. Nobody knows where they come from - but everybody assumes there is no possibility that someone could turn insane. Those people are just too different from us, although they look the same - they must be of a different, completely unrelated, species.

"Common" people call them Minotaurs. Their brains - not their heads - are like those of violent beasts.

What do we do?

The setting seemed a bit too nihilist and random to me. An endless maze does not look like fun role-playing (turn right, walk 30 feet, turn left, walk 50 feet, which way are you going now?), unless abstracted or used with a decent "oracle" of random encounters.

With that said, adventures in the maze wouldn't be different than most adventures - start with a rumor, explore a unknown location, interact with complete strangers, etc. - but would contain a lot more random elements and no overarching "goal" or "endgame".

Hoarding gold would be useless, but looking for food and knowledge might be enough to motivate PCs. Or not. It is an odd idea, and probably half-baked.

Strangely enough, the concept felt a lot shallower in my read, but writing everything down made it a bit more interesting for me. Let me know what you think.


Things that might have inspired this

My earliest experiences with dungeons (specially "fun-house dungeons" I guess), Labyrinth (the movie), The Citadel of Chaos, Jorge Luis Borges ("The House of Asterion", "The Two Kings and the Two Labyrinths"), H. P. Lovecraft ("In the Walls of Eryx") and later the Hellraiser movies and Italo Calvino.