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.