Topic selectionText Adventures Without Map Images: How Can Players Know Where They Are?
Write space as a repeatable list, not as location hinted at through narrative atmosphere. After reading a passage, the player should be able to answer three questions: what is the place I am in called, what recognizable reference is nearby, and where can I go next. On the author's side, keep a topology table that does not change with writing style, recording places, connections, and return paths. The fictional teaching example "Grey Reef Island" below illustrates the method; the island's place names, directions, and turns are all invented and do not correspond to any real project.










