What if your fantasy dungeon wasn’t just full of goblins and dragons? What if a cowboy walked in? What if a time traveler, a robot builder, or a psychic warrior joined the party? What if your torchlight caught the shine of a revolver, or you opened a treasure chest and found a glowing crystal from another world?
That’s what Mazes & Perils: Misplaced is all about.
It’s still Mazes & Perils. You’ve still got spells, swords, and monsters. Dungeons, traps, and treasure are all here. But now? Anything can happen. Your campaign can change with one new class, or it can shift into a whole new world.
Not long ago, I was talking to a gaming buddy about my game. I told him I was working on some new stuff for Mazes & Perils. He asked, “Do you have gunslingers in it?” I said no. “Robots?” Nope. “Dinosaurs? Superheroes?” I said no again.
Then he looked at me and asked, “Why not?”
That question stuck with me. Because back when I was a kid, we threw wild stuff into our games all the time. One week we were deep in a dungeon, the next we were fighting a Terminator or watching Robocop show up out of nowhere. It didn’t need to make perfect sense—it just needed to be cool. And it made every session fun and surprising.
So I thought… why not now?
What Is Misplaced?
Mazes & Perils: Misplaced is a way to play your favorite game with fresh ideas. It brings in characters from outside the usual fantasy setting. A cowboy. A lost soldier from the stars. A mind-reader. A mechanic who builds walking machines out of dungeon scrap. These characters don’t belong in the world of elves and orcs—but they’re here now. And the world has to deal with them.
You don’t need to start over. All your old adventures still work. You just need the Mazes & Perils core rulebook. Everything else builds on that with simple add-ons. You can play a weird mix of genres or make a new setting that’s completely your own.
We’re starting with new character classes, but we won’t stop there. We’ll be adding monsters that feel out of place. Strange tech. Rules for traveling between worlds. Magic that bends across dimensions.
Why Make This?
Because Mazes & Perils can be anything you want. It’s fast, simple, and built to be hacked. You want to run a fantasy-western with haunted saloons and spell-slingers? Do it. Want to drop a crashed spaceship into your megadungeon? Go for it. Want to run a post-apocalyptic wasteland where clerics bless shotguns? Now you can.
If you’ve ever sat at the table and asked, “What if we added just one weird thing…?” this is the game for you. Misplaced lets you reshape the world with a single class, a new monster, or a strange artifact. It makes your campaign feel fresh again. It lets you surprise your players. It gives you new toys without changing the game you already love.
Mazes & Perils: Misplaced is here. More is coming. And it’s going to get weird in the best way.