I think my point has been missed...
There are no "standard" fixed directions. Rather, there is simply a dynamic list of named exits.
Nothing prevents the builder from naming an exit "north" or "south" (which is where a command alias of "n" that equals "go north" is handy), but now the builder is not constrained and can have exits that are called "portal", "ladder", "trapdoor", etc.
The dynamic part I was referring to was where you may have exits come and go depending on user actions. For example, pulling a lever in one room may make a hidden passage open up in another room. A spell that opens a temporary portal is another example.
It's more immersive in my opinion.
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