(I wrote these rules with Deathwatch in mind. All RPGs have similar concepts, so substitute as appropriate if you want to use them in other RPG systems.)
Mazes represent good opportunities for roleplaying, but are usually difficult to describe and may become boring. A maze in these house rules can mean almost anything: sewers, deep forest, tunnels in the ground, labyrinthine streets, deep canyons, etc.
Using mazes makes sense if there is some consequence due to the amount of time the players need to cross the maze, or if you want to create the feeling of getting lost on your players. On top of the above, the players should not be able to easily track the way they are choosing, usually because they are in a hurry or do not have the materials needed to keep track of their movements.
Otherwise, it is best to simply describe the important encounters in the maze and avoid getting into much detail.
Building the Maze
To represent a maze, use the maze cards to build two decks, an Exploration and an Encounter deck (choose which cards you'll use and the proportion depending on the maze you want to build). Build also an Exploration Track (players of Warhammer 3rd know exactly what I mean here) representing how close the players are to the exit of the maze. Decide how many advances the players need to complete and cross the maze.
The exploration of the map begins always with a Regular Tunnel, Branch, Cave/Room or Crossing card. This will be the starting card.
Finally, decide on a time unit for the maze (this could range from minutes to days).
Navigating the Maze
After solving a possible encounter in the starting card, the players start moving into the maze by drawing one Exploration card.
Most exploration cards have two important sentences:
• Time passes. This represents that the players spend time exploring the maze.
• Advance (or move back) the Exploration Counter. The players are getting closer to the exit of the maze or somehow got a bit lost. Adjust the Exploration Counter 1 space in the appropriate direction.
At any point, the players may only take a look at the present card and the previous one. If they feel it is important to remember their choices, they may pass a Group Challenging (+0) Intelligence or Navigation Test to remember the exit they took in a certain crossing, or cards farther away than the immediately preceding one (they'll remember their actions in 1 extra card if they are successful and 1 extra card per degree of success).
It is a good idea for the GM to keep track of the maze (specially of the exits they have been taking) by using graph paper... but do not show the players your notes or you will break the suspension of disbelief!
Follow the link to find the cards I have created using Strange Eons. Feel free to change or create new ones as you see fit. If you create new cards, I would be very grateful if you can share them, as that will increase the possibilities.
You'll be able to find an example of the deck and these rules in my post about the Introductory Campaign Arc using Final Sanction here: www.fantasyflightgames.com/edge_foros_discusion.asp
At the moment those documents are not finished yet, but I'm very close (I'm working now in the two last encounters of Final Sanction, both of them will use my Maze house rules). I'll edit this out when I publish the final version of the preparations.