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?
In your world the pantheon is a rotating system of formerly human individuals. You have been selected for god-duty for the next 2,000 years. How are you going to get out of this?