So this would be a community fortress... But not quite, right? Sounds good to me, will participants be able to have their own journals? Are you going to be one of the trapped dwarves or the sadistic freak who's behind the labyrinth?
Hmm, anyone noticing the resemblance to saw here?
Yeah, not quite a community fortress. It will be sort of an adventure game type thing, where I post a picture of the room (edited of course, so as to not spoil the solution and any other potential traps), as well as a detailed description of the room with plenty of hints about how to get past without outright telling.
And yeah, I have no problem with player journals, but the characters will have to come up with a solution for ink and paper, since I intend to very tightly control available resources... just like in adventure games. They could write with mud in their drenched journals, because their will be plenty of water traps, or engrave it on the walls, etc.. I don't think I would be anal about it, since it would add a cool element to the story.
As for the labyrinth itself, I figure a crazed warden dwarf will do for why it's there. He might still be there, or he might be dead, but people are still using the labyrinth to get rid of people they find undesirable for some reason.
Basically, I'm thinking it will be a bit Portal, where you're trapped in mazes with nothing but an insane AI (or in my case, the scratchings of previous prisoners) to keep you company and you learn more and more about where you are and what happened as you get deeper into the game, a bit Lost, which is mostly the same concept with developed characters and themes of redemption and so on, and anything else I feel like throwing in for fun.
I've never seen the saw movies, but I suppose I know what you mean. I don't think the labyrinth will be brutally lethal, i.e., you walk you die, nor will it require killing compatriots to move forward. I'm thinking that the labyrinth would be more the waterworks and magmaworks of a ruined fortress repurposed to trap prisoners forever, and not necessarily to immediately kill them upon arrival. I do it like this because I think it wouldn't be fun for anyone involved to have all the characters killed by a cheap deathtrap. However, that doesn't mean I'm against sweeping them into previous portions of the labyrinth. Getting past that location will be a puzzle, too, I think. If it gets annoying, though, the arbitrary force of the labyrinth may dictate that they move on, or something.
So yeah, it will be a lot of fun. For me anyway. I can't say the same for the people who want to get involved. Although designing the labyrinth will probably be the biggest challenge, since I'll basically be designing a game within a game, and being the Dungeon Master of that game, and making it all interesting, and... and... and....