interactions detail (Interactions)
Room Interactions Small environmental actions help a scene feel inhabited. They are ordinary RP: they do not grant XP, create rumors, produce investigation clues, or force any other player to react. Observe a space: listen / listen door / smell / smell flowers touch wall / knock window / peek door search bookshelf Set a visible posture: sit bench / sit floor / lean railing / lay couch / stand Social rooms contain named chairs, booths, benches, ledges, tables, shelves, and local oddities. The room description supplies names to try with look, listen, smell, touch, knock, peek, search, sit, lay, or lean. Permanent seats cannot be taken, and one occupied chair cannot be claimed by someone else. Leave a temporary trace: draw chalk circle write wall The moon watches. light candle / extinguish candle Death City Plaza life: feed Turnip / climb statue play music / play chess order dumplings / challenge / challenge name Other social hubs: Deathbucks: order coffee / craft napkin bat / look napkin basket Night Market: order noodles / look curio labels Cafeteria: order lentil soup / look recipe card Hidden Tea Room: order mint tea (witches) / look tea tray The Night Market opens nightly from 18:00 through 02:00. Friday has the largest vendor rhythm. Food and drink interactions are social scenes; they do not grant XP, money, or reputation. Plaza regulars may recognize harmless habits repeated across later scenes. Repeating a command rapidly does not build recognition. A challenge is an RP invitation only; use spar after another player agrees to fight. Room traces are short, readable, and temporary. They are not proof of who made them. Builders can give a room or a room detail custom flavor responses while keeping the same player commands.
Roleplay