I wound up consolidating a lot of items I didn’t need to implement with help from this topic: Consolidating "instead" rules for low-impact scenery
But there were a couple backdrops that I couldn’t shift kinds for, from “backdrop” to “boringthing,” at least not with moving them all over the place.
However, one of the backdrops was present for a whole isolated segment of the game. I just put it in one region where you can’t get out until you win, and that was that. But now I’m wondering about if the backdrop is better off as a defined type.
The fear of the semi-big bad guy is a boringthing. check taking inventory: now the fear of the semi-big bad guy is unmarked for listing; list the contents of the player, with newlines, indented, including contents, giving inventory information, with extra indentation, listing marked items only; instead of doing something with a boringthing: if noun is bad guy, say "WOOO!!! HE'S OUT THERE!!!" [Note: it's not this simple, but the details in the linked topic don't seem to be important. You'd have generic-text ("Don't focus on your fear") and a general-rule (check for meta commands like hints, for special clues) instead.]
Can anyone see a downside to this? Am I trying to be too cute with code here? I had always used this abstract thing as a backdrop and not an item, but it occurs to me it might be useful in other cases e.g. with a far-away castle. It looks like the “instead” rule should prevent any funny stuff that’d result from “DROP FEAR” but I think I may be cutting a corner here.