Overall, I enjoyed this piece and found it thought-provoking and
interesting.  I like the alternate take on the common 'how to write
room descriptions' pieces.  Two points where I'd like to see further
details:
<P>
In the 3rd paragraph, Mr. Granade writes: "An author can write a
description that lies, if the narrator of the story is unreliable." 
However, no further details or examples are given of this idea, which
may be one of the more fascinating points he raises.  I'd like to see
an expansion of this idea, although this may get more into the concept
of who the 'narrator' is, and what role (it) plays in I-F, rather than
remaining strictly about room descriptions as dynamic devices.
<P>
Second, towards the end of the piece, Mr. Granade writes: "I said I
wouldn't discuss how you deal with room exits in room descriptions..."
 I've read this piece through several times, and have yet to find the
part where he writes this the first time.  That said, I think this is
another area that could be expanded upon.  How does the way the exits
are described give further information (meta-, mood, changing
player/world state, etc.) about the room?  What about the ability to
'see' into an adjoining room? I'm thinking here of the 'peer
<direction>' command in some MUDs.  Talk about an opportunity for
providing the player with misleading/incomplete information about the
trials (and trails) ahead.  However, perhaps this isn't completely
applicable to the essay as written.