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?
Real world scientists have accidentally opened a tear in the fabric of reality, transporting their laboratory into the game world. Unable to repair and/or refuel their equipment in this (to their minds) primitive world they are now trapped.