Movement and looking
Looking and movement are the first loop in most Bunnyland worlds. Looking tells you what your character can currently perceive. Moving changes the room your character occupies and then clients can render the destination room.
Look around
Looking is read-only. It shows your current room summary, visible characters and objects, exits, and inventory. It does not spend an action or change the world.
In Discord, use:
!look
In the web inspector, terminal clients, or an agent prompt, the same information appears as the current room summary:
Location:
Mosslit Burrow
You can see:
- Juniper
- three berries
- a scrap of paper
Exits:
- north
You are carrying:
- a scrap of paper
If something is not shown in the room summary or your inventory, your character usually cannot target it by name.
Inspect details
Inspect a specific reachable object, character, or mechanism for more detail:
!inspect woven basket
!inspect brass door
!inspect Juniper
Inspecting is useful when an object may have readable text, a lock, a mechanism state, a crafted mark, or other details that do not fit in the room summary.
Inspection also requests a higher detail level. Bunnyland assigns each visible fact a non-negative detail score: 0 is critical, ordinary turns include through 10, closer inspection includes informative facts around 20, and detailed status includes through 30. A need such as hunger can move between those bands as it becomes more important, so a calm “not hungry” fact stays out of normal turns but appears when you inspect yourself in detail. Privacy and perception still apply: inspecting another character does not reveal their private thoughts, memories, or hidden meters.
Doors and locks
Some exits are connected to doors or other mechanisms. If movement fails because a route is closed or locked, inspect the door and use the reachable controls before moving again:
!inspect brass door
!open brass door
!unlock brass door with brass key
!open brass door
!go north
A door may need to be unlocked before it can open, and some worlds use package-specific mechanisms instead of a normal key. The server checks reachability, lock state, and the item used as the tool, so client buttons and target pickers are only shortcuts for the same validated commands. See Inventory and use for more examples of using items and tools.
Move
Move through an exit by direction:
!go north
!move south
Movement follows an exit from your current room to the destination room. It fails if there is no matching exit, if the exit is blocked by world state, or if your character is not currently in a room.
Some rooms restrict entry to adults, members of one or more groups or factions, the room's owner, or administrators. These restrictions can be combined. When your character does not qualify, the failed move shows the room's authored rejection reason, such as The Wardens' seal only opens for members.
Moving creates an in-world movement event and a short-lived movement noise in the destination room. Other systems can react to that. After the actor moves, clients should show the destination room so you can immediately choose the next interaction.
Connected web and remote terminal clients receive player-scoped live updates. Speech, movement, action results, and disclosed event facts should appear without a manual refresh; if the live connection drops, clients reconnect and temporarily use the recent-activity fallback without duplicating events.
Narration
Some clients and scenarios can show narration after a turn. Narration is a presentation of what your character can currently perceive: nearby events, the room summary, visible characters and objects, and exits. It does not create facts or change the world.
If another character acts in a different room, or an object is hidden from your character, that remote or hidden fact should not appear in your narration.