David Whyld wrote:I find one of the problems with games that feature lots of locations and text is that it becomes a pain after a while to see where the exits are. There's too much text to simply see at a glance where the exits are. So in many cases I think it's best to list the exits clearly.
David Whyld wrote:Having the exits available at a glance just makes it handy. When you have a game with a lot of locations and text, it's a pain to read through so much text every time just to see where the exits are. With a small game, you can generally remember the exits in each location, but with dozens of locations it's no longer easy to remember where they all are.
David Whyld wrote:I meant in general, not just ADRIFT. For what it's worth, I haven't played an ADRIFT game in quite a while now and I never had a map set to be displayed. I also seem to remember the map in V5 being buggy and listing exits wrongly quite a few times.
David Whyld wrote: I never played with the map displayed and other systems don't have a map at all.
The garden in front of the hotel is quite big. It gently slopes down towards the NORTH from the porch, ending abruptly on the edge of a steep cliff. A white picket fence has been erected a few yards from the edge, preventing careless guests to wander too close to the vertical drop.
A few trees are standing here and there, providing shelter from the sun and a few guests are sitting around tables underneath them enjoying the incredible view over the Mexican Gulf. An old crooked tree stands just on the other side of the fence, leaning dangerously over the edge of the cliff. Its naked branches reaching towards the sky except one which is reaching out horizontally from the gnarled trunk.
Close to the foot of the tree, an old weathered head stone leans slightly to one side.
To the SOUTH lies the hotel, looking peaceful in the summer sun.
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