In which more methods are expounded by which one may refine a dungeon to more sublime levels of confusion.
This isn't nonsense--this is logic!
From Innsmouth to Cthulhutech, a common phrase is “non-Euclidean architecture”. But what is it, and how can it be included in your games in a way that is interesting and fun?
You've probebly heard of the real Thomas Hopkins, Witchfinder-General, who hunted down and hanged suspected "witches". What if there was a world/realm where magic was normal, and it was the non-witches and non-wizards who were hunted down and hanged as inferior beings?