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?
What a narrow street! The bowed windows of the upper floors encroach on the view of the bowed windows opposite, making it all very dark and shady down here in your carriage. You feel it slow down and stop, and there are raised voices outside. Craning your neck out of the door you see a smug cartsman ahead, whose cart is blocking just enough of the narrow street to make your passage impossible. He appears to be waiting for you to move, but your driver is hurling abuse at him and your horses are getting restless...