Pbartender said:In Zork, there was a maze. If you are familiar with the old text-based Infocom games, you know the rooms worked kind of like flow charts... Choose a direction to go in (west, for example) and the game would take you to the description of the next room. In the maze, there were dozens of rooms that were described exactly the same, and many of the direction you could go in looped back around to the room you just left. But without any distinguishing characteristics, there was no way to determine that you were still in the same room, and not five rooms away. To the player, it looks like they are wandering down nearly endless corridors.
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Committed Hero said:Too bad posters never finished this.
frankthedm said:Yuck! That sounds lousy IMO. I'd need Shadowgate level gallows humor to make that playable
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Zen said:Thanks all! I went with Pegasus 29, which is kick-ass.
It's almost a shame, the horrible things that will happen to that beautiful space station now that UAC is using it for their matter transference experiments...
--Z
I am intrigued by your ideas and wish to subscribe to your newsletter.Zen said:It's almost a shame, the horrible things that will happen to that beautiful space station now that UAC is using it for their matter transference experiments...
... felgato.Peterson said:One of these days, I should tell people what I did to Pegasus 29.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.