How to Play Midgaard

The Midgaard Players' Guide

Exits

Exits are the physical connections that allow you to move from one Room to the next.

In Midgaard, there are six cardinal directions: North, East, South, West, Up, and Down. You may or may not be able to move in any of these directions from your present location. It's the presence of an Exit that makes this possible.

Exits can be physical things like doors, windows, or whatnot. But you should think of them in more abstract terms, because they can also be time tunnels, spiraling vortexes, or any number of other things. Maybe the best approach is to think of an Exit as lack of impediment which would prevent you from moving in a particular direction.

Not every Room has Exits. It's perfectly possible to get stuck in a place with no way out. Not every Exit may be visible to you. Not every Exit may allow you to cross it. Exits may be blocked or closed. They may be locked, or they may require magic to open.

You should note that in Midgaard, Exits are inherently one-directional. This means that, although you can move through an Exit from one Room to another, you should not expect that you'll necessarily be able to move back to the original Room again. You might, you might not. Depends.

When you enter a Room, the Exits you are able to perceive will be listed. They appear at the bottom of the Room description, and look something like this:

[Exits: north east south west]

Note that in Midgaard, Exits such as doors which can be opened or closed will display only when open. It's necessary to parse Room descriptions, signage, or other clues to find them. This is different to TriadCity, where all Exits display automatically unless hidden by some object or condition.

It's important to have an idea of your whereabouts before going through an Exit. Usually, having a reasonable estimation of what to expect in the next Room makes it easier to stay oriented should you end up in a place you didn't anticipate. Most of the time an Exit will take you somewhere geographically intuitive. But note that Midgaard geographies can be, and frequently are, irrational, meaning, Exits may take you to places which are not geographically contiguous, or are deliberately confusing. This can happen in TriadCity also, but it's more prevalent in Midgaard where it's one way of constructing confusing mazes. TriadCity has dynamic mazes, Midgaard doesn't. So Midgaard has to be trickier.

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