Introduction: A room with peculiar gravity that allows the PCs to walk on the walls and ceiling… a challenge for groups that don’t mind complicated combats.
Setting/System: Setting is soft sci-fi or fantasy, due to the weird gravity effects. The system probably needs to be one with miniature based combat… it could be run in a more abstract system, but it would lose some of the nuances.
Description: The room is a perfect cube. The floor, walls and ceiling of this cube are made of a strange looking metal; they have four foot high protrusions in certain places, made from a transparent, synthetic material. Most notably, gravity seems to pull downwards through all six faces of the cube, allowing the PCs to stand normally anywhere on the map.
Mechanics: This will take some imagination and spatial awareness on the parts of the players and the GM. The floor plan above shows the “unfolded” cube; the numbers indicate which sides join to which. As the PCs (and their enemies) can walk on any surface, they can step between corresponding sides using normal movement (i.e. a PC can move from the top-most square to the bottom-most square, just by stepping across side 1).
The synthetic protrusions provide cover from ranged attacks made from the same face (and maybe the near side of adjacent faces); however, they provide no cover from ranged attacks made by enemies with sufficient elevation to shoot over the cover. Ranges will require a little bit of guesswork based on geometry, but they are certainly a lot shorter than the map suggests in many cases.
Under normal circumstances, it is impossible to jump from one cube face to the opposite face. However, if a character has extraordinary jumping ability and can clear 20′ height, they can cross the halfway point, gravity will switch and they will land on the other side (taking damage from a 20′ fall).
Encounters: Pure melees will become static and won’t make use of the unique features of the room. Therefore enemies should probably fall into one of the following categories:
1) Ranged enemies who benefit particularly well from using the cover provided.
2) Melee enemies with a jumping ability that allows them to switch sides of the cube easily (maybe as an actual attack from above).
Essentially, you want enemies who have a good reason to keep moving, as this will force the PCs to do the same.








