Exchanges
An exchange is a question the other person asks you. define exchange <key> for <person> lists the replies that are available while
it is open, and it is opened from a row with then asks <key> (or then invites <key>, which offers rather than presses).
Rows come in three kinds. answer "yes", "aye": matches what the player
says, with aliases; answer the <entity>: matches naming a thing rather
than a phrase. An act row such as on leaving: fires when the player
does something instead of replying. on silence: fires when they say
nothing at all — and silence is always available, so an exchange can
never trap a player who simply will not answer.
The header takes an optional strength: passive, assertive, or
blocking. A blocking exchange holds the floor — other subjects are
refused until it resolves — while a passive one lets the conversation
drift. Reach for blocking only when the character genuinely would not
let a question go, because it takes the conversation away from the
player until it is answered.
Row bodies are ordinary statements, so an answer can change state, and
leave ends the scene as part of the reply.
define exchange the-offer for Will Kemp, blocking
answer "yes", "aye", "sworn":
phrase kemp-sworn
change Will Kemp to sworn
answer the Tiring-House:
phrase kemp-looks-around
on leaving:
phrase kemp-calls-after
leave
on silence:
phrase kemp-offer-silence
end exchange