Re: A huge grid world
"Portals" are only the simplest link that "freeform" MUD rooms can have. There's also compression, loops, "multi-jumps", whatever you want to call them.
If portals are the most you're willing to bend the spacial rules, then sure, you can enforce a grid throughout and add a single special case.
A division between "travel/roam" and "dungeon" can be useful even if you enforce a grid for both (with small exceptions). E. g. a "roam" area will create a room dynamically if a player strays from the beaten path between A and B, whereas a "dungeon" will block them.
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