> OK, maybe a bit *too* contrived, but you get the idea. In your case, you
> could describe all the doors, but lead the player to one in particular --
> say, something catches their attention about the door you want them to
> open. Then if they insist on trying all the other doors, they can't say
> you haven't warned them.
Yiiippe! Player actions described as part of room descriptions! It'll
seem a bit unnatural to have all these things happen *again* when you type
'look'. Probably better done is 222 Witherspoon in Princeton.
The *worst* "inaccessible object" I've seen is the boat mast in Curses.
Mg
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