Sharpee
Chord / The World / Creating things

Creating things

create puts one entity into the world. The name after create is the entity's display name; its internal ID is derived mechanically (words lowercased and joined with hyphens, the leading article stripped, so the Potting Shed becomes potting-shed). You never write IDs; you always refer to things by name.

create the watering can
  a thing
  aka can, tin can, sprinkler
  in the Potting Shed

  A dented tin watering can with a long spout.

aka adds aliases. When a name is referenced anywhere else in the story, resolution tries the exact name first, then an exact alias, then a unique in-order word subset (the can finds the watering can if nothing else matches). Ambiguity or a miss is a load error with a suggestion; Chord never guesses.

The kind line can ride the create line after a comma. create the watering can, a thing is the same block as the two lines above, and it works for every kind: a room, a region, a person. The kind still leads the block, a trait can follow it on the same line (a thing, switchable), and everything else stays on its own line:

create the Potting Shed, a room

  Clay pots in stacks, and a smell of damp earth.

create the watering can, a thing
  aka can, tin can, sprinkler
  in the Potting Shed

  A dented tin watering can with a long spout.

A name cannot contain a comma, so the first comma ends it. Words after the kind that are not a trait are an error that quotes them, so a stray create the Den, a room by the sea never loses its tail in silence.