version 1/120327 by Kevin Norris
Firstly, if you do not include Questions by Michael Callaghan, the following features will not be present at all.
The player can issue orders to followers and anyone deemed 'obedient' by the obedience rules. A few notes about the obedience rules and orders in general:
1. They are different from the persuasion rules. The persuasion rules are action-based, while the obedience rules are person-based.
2. They are, by default, entirely independent of the persuasion rules. Neither rulebook's outcome will have any effect on the other's.
3. The obedience rules are consulted to determine *which people* want to follow the player's orders. Persuasion is done to determine *whether* a specific person follows the instructions.
4. Orders apply to whole groups of people at once, but are more structured and less flexible than persuasion. However, as the author you can define additional orders.
5. Persuasion is done as a single command such as ALICE, WEST. Orders are given by first typing ORDERS and then selecting an order from a menu.
6. Persuasion is targeted at a specific person. Orders automatically target visible obedient people; individual orders may be more discriminating.
The following orders are included, and new ones may be defined by following the instructions in the next section:
Stop causes NPCs to wait, which causes them to stop following.
Regroup causes NPCs to attempt to reach the location by repeatedly generating exit actions; this usually groups them together for further ordering.
Continue is the opposite of stop; it causes NPCs to follow the player.
Null-order is a placeholder. It is never an applicable order, and will do nothing if it is somehow activated anyway.
Targeting specifies which people an order affects. It relates an order to a person if the person is targeted by the order in question. Each order has a description of people which "decides" which people to target.
Orders will never target the player, invisible people (i.e. people who are not visible), or non-obedient people. If you must affect them as well, you can hang specific behavior on certain activities to override this; see the next paragraph.
The player gives orders by typing ORDERS or GIVE ORDERS. The game will then decide which of the defined orders, if any, make sense in the current context, and prompt the player to select an order, using an open menu-based question (see the Questions documentation for what this means). The selected order will then be passed to the Ordering a group to... activity, which will set and unset the global variable "the relevant order". Those rules are responsible for executing and reporting the order, using the "Giving an order to" rulebook on people to execute and the "Printing the compliance list" activity on lists of people to report; if someone in the group fails to do what they're ordered, these rules will generically narrate that as well, though this may be overridden with the "Printing the failure to comply" activity on people. Obviously, these activities are designed to have special behavior hung on them.