A two-page concept spread, labeled “Checkpoint”. In the actual book it’s “The Encampment”. The flavor text reads, “The sound of raucous laughter echoes through the stone corridors. As you follow the voices, you emerge into an open courtyard filled with what appears to be an army encampment. Goblins lounge about, fight, and gamble among a cluster of striped, crooked tents. At the north end of the courtyard, the passage continuing on is blocked by a spiked barricade guarded by two Goblins”.
Concept pages for Jim Henson’s Labyrinth: The Adventure Game.

Roleplaying Games | Movies

Jim Henson Would Totally Dig ‘Labyrinth: The Adventure Game’

Well-crafted, mechanically elegant, and ludicrously inventive

The Ugly Monster
Published in
5 min readSep 2, 2021

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The Good

The Most Lightweight Rules in Any RPG Ever

To call Labyrinth’s rules a “system” is laughable, and that’s a good thing. The player characters have no stats. Just Traits and Flaws, which improve or hinder rolls, and you only start with one of each. Each kin (species) adds a little more variety. Humans start with an extra Trait. Horned Beasts (like Ludo) can control one kind of inanimate object. Etc.

Technically it’s a 1d6 system, but you often roll two dice and take the higher or lower result, depending on your Traits and Flaws. Occasionally the situation itself can also improve or hinder a roll.

A Self-Contained Adventure Engine

Labyrinth plays like a mashup of Risus, Talisman, and Choose Your Own Adventure. To move through the labyrinth, and thus the game, you roll the dice and add that number to the number of the scene you’re in. That takes you to another scene, maybe in the next chapter.

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Oscar
The Ugly Monster

Publisher and Chief Editor of The Ugly Monster and Getting Into Chess. News junkie. Music lover. Game fanatic. Anti-conservative. Societal disaster.