After taking the Ming Vase for the first time: say "Ooh, this looks fragile."
After taking the Ming Vase for the second time:
say "Whoopsie! The Ming Vase slips out of your fingers and lands with a delicate crash.";
Now the Ming Vase is broken. [or however you do it]
…
You could apply a variable. The Ming Vase has a number that varies called touchcount. and go by that.
Okay, it works perfectly but I need one more pointer on this. I have
After taking the old barrel when the rusty wheelbarrow is not in the front garden for the first time:
say "You lift the barrel but it is so heavy and water logged that you drop it again. Dropping it like that again will surely destroy the barrel. In fact it looks ready to fall apart at any moment even if you try to roll it."
After taking the old barrel when the rusty wheelbarrow is not in the front garden for the second time:
say "You broke it."
I also need the player to not get the barrel into their inventory. I initially had
Instead of taking the old barrel when the rusty wheelbarrow is not in the front garden:
say "You lift the barrel but it is so heavy and water logged that you drop it again. Dropping it like that again will surely destroy the barrel. In fact it looks ready to fall apart at any moment even if you try to roll it."
I thought I might be able to incorporate the for the first time in there somehow.
You can add now the old barrel is in the location to the rule to move it back into the room. An Instead rule won’t actually pick it up, but After will.
After taking the old barrel when the rusty wheelbarrow is not in the front garden for the first time:
say "You lift the barrel but it is so heavy and water logged that you drop it again. Dropping it like that again will surely destroy the barrel. In fact it looks ready to fall apart at any moment even if you try to roll it.";
now the old barrel is in the front garden.
After taking the old barrel when the rusty wheelbarrow is not in the front garden for the second time:
say "Lifting the barrel a second time you drop it almost immediately, the steel banding comes free and slices through your foot. You die.";
end the story.
Wine Cellar is a room. "You are surrounded by barrels of wine."
some broken barrel shards are a thing.
A flimsy-looking barrel is in Wine Cellar. "A flimsy-looking barrel in the corner looks like it's seen better days."
Instead of taking flimsy-looking barrel:
say "[one of]You try to pick it up. It seems as though it's going to break, so you set it down. It might not be a good idea to try that again.[or]You hug the barrel and feel splintering wood...[barrel break][stopping]"
To say barrel break:
say "The flimsy barrel explodes in a cloud of dust and splinters. Oops.";
now flimsy-looking barrel is off-stage;
now broken barrel shards are in the location.
Wine Cellar
You are surrounded by barrels of wine.
A flimsy-looking barrel in the corner looks like it’s seen better days.
x barrel
You see nothing special about the flimsy-looking barrel.
take barrel
You try to pick it up. It seems as though it’s going to break, so you set it down. It might not be a good idea to try that again.
l
Wine Cellar
You are surrounded by barrels of wine.
A flimsy-looking barrel in the corner looks like it’s seen better days.
take barrel
You hug the barrel and feel splintering wood…
The flimsy barrel explodes in a cloud of dust and splinters. Oops.
I’m always cautious about triggering game actions within text, because under some circumstances text can be evaluated without being shown to the player. (I don’t think that can happen here, but it’s important to be aware of in general.)
I’d do this:
Instead of taking the barrel for the first time: say "It might break if you do that."
Instead of taking the barrel: say "It breaks! Oh no!"; end the story.