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?
A girl living in an isolated hamlet is cursed: So beautiful and sweet-natured that no man can resist loving her, but she has never met the man she could love in return.