Noisemaking
Suppose the current sequence of action handling is not quite enough for us: we'd also like to have a stage after reporting, where other characters can react to the player character's behavior after it has already happened and been reported on screen. Having such a stage is unlike using "after", because after occurs before reports and prevents them from being printed. So, for instance, we could allow the player to do any of a range of different actions that make loud noises, and have a nervous bird that reacts to all of them by flying away afterward.
To do this, we can add a new rule into the specific action-processing rules. (For a list of these, see the Rules index.) Moving rules around and adding new ones requires syntax that we will learn in the chapter on Rulebooks, but the present example is fairly straightforward:
Test me with "sing / g / n / hit drum".
You can see a black crow here.
>(Testing.)
>[1] sing
You hum a little ditty.
The crow, startled, flies off to Outside the Farmhouse.
>[2] g
You hum a little ditty.
>[3] n
Open Field
>[4] hit drum
THWACK!