not-tonight/docs/SCENARIOS.md

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# NOT TONIGHT — Character, Scenario & Interaction Backlog
*The idea shelf. Everything here obeys §4.3: choices cost something real, the
game never grades them, and the humane option is never secretly optimal.
Status: ✅ implemented · 🔜 next nibbles · 💡 backlog.*
## Interactions & mini-systems
-**The joint bust** (smoking yard). E on a smoker who smells herbal → three
verbs, none of them clean: **BIN IT** (by the book — write-up in the truth
log, smoker's night dampened), **POCKET IT** (the game's first corruption
verb — nothing happens now; maybe a Dazza sting later; and it sits in the
incident log waiting for the report form, where your account of it can be a
lie the audit remembers), **DIDN'T SEE IT** (the yard relaxes, vibe drifts
up… and it's still on the record as ignored). 'joint' is real contraband, so
it also turns up in pat-downs at the rope.
-**The glassie run** (the glassie role's fantasy, previewed as a floor
task). A wire rack of glasses appears at the bar's east end; carry it the
length of the venue to the kitchen dishwasher. Crowd bumps and sharp turns
build WOBBLE; wobble breaks glasses one smash at a time. Deliver what
survives for vibe. Racks keep coming. The door is unattended while you do it
— Kayden is thrilled.
-**ID passback detection** (2026-07-20): the same card twice in one night — the name on
the guest-list clipboard you already checked; second appearance of an
identical card = passback. Needs a "cards seen tonight" memory at the desk.
-**Regular step-up lines** (2026-07-20) keyed off timesDeniedBefore ("back again. new
moustache. no hard feelings").
-**Smoking-door slip-in** (2026-07-20) (FLOOR2 §2's second noStamp source).
-**The 1:30 lockout** (2026-07-20) (deeply Queensland): after 1:30 AM, admissions are
ILLEGAL. The queue still forms; Dazza still wants bodies; every post-lockout
admit is a guaranteed strike risk vs a rioting line. A whole late-game phase
in one law.
-**Vomit protocol** (2026-07-20): someone redecorates the dance floor → deploy the wet
floor sign (we own the prop) → slips if you dawdle; the glassie mop loop.
-**Phone confiscation** (2026-07-20): someone filming on the dance floor — the
influencer's revenge arc.
-**Water station duty** (2026-07-20) (RSA): press a cup on a `loose` patron; done right
it de-escalates the ripen timer. The humane tool that costs time.
-**First aid** (2026-07-20): a fainter. Recovery position via a QTE that is deliberately
NOT funny; the room hushes; the night resumes changed.
-**Kebab run** (2026-07-20): Dazza demands a kebab mid-slam. The shop is right there.
The queue can see you. The whole game in one errand.
## Characters (door archetypes & scripted people)
-**The off-duty cop** (2026-07-20) — flashes a badge at the rope. Real cop (deny freely,
he respects it; admit and he quietly reports the venue's breaches — a
walking inspector) or a $30 costume badge (the tells: hat, confidence,
wrong lanyard). The ID game's scariest bluff.
-**The celebrity incognito** (2026-07-20) — cap + sunnies (two live rule breaches!).
Deny: nothing happens, ever, and Dazza never finds out who. Admit: vibe
rocket OR pap swarm outside (aggro storm). You cannot know which.
-**The twins** (2026-07-20) — two people, one face, different names. Not a fake:
genuinely twins. Everything about the photo check is suddenly on trial.
-**The sovereign citizen** (2026-07-20) — "I don't recognise your dress code as having
authority over my person." Aggro engine in a polo. His ID is a laminated
business card.
-**The delivery rider** (2026-07-20) — insists the DJ ordered food. The DJ did not
order food. OR DID HE. (The booth lamp flickers hungrily.)
-**The promoter** (2026-07-20) — arrives with a roll of wristbands and 'his' guest list
that doesn't match yours. Two clipboards enter, one leaves.
-**The noise-complaint neighbour** (2026-07-20) — pyjamas, at the rope, at 1 AM, not
trying to get in: trying to get it turned DOWN. The only patron who wants
less club. Handle him badly and the inspector hears about it.
-**The hen's party, lost** (2026-07-20) — seven matching sashes, wrong venue, right
energy. Admitting them is a vibe grenade with a random timer.
-**The ex-doorman** (2026-07-20) — watches you work a patron, then tells you what you
missed (a live tutorial character; his tips are right ~80% of the time,
which is the joke).
## Systems worth a whole phase
-**Venue 4 / ROOM boss week** (2026-07-21, first cut): fourth rung on the
ladder (promotes from Elevate). No Dazza rule chronology — the board IS the
law and re-randomises every 15 in-game minutes (3 rules per window, seeded,
with a toast on the turn); every rope line renders as bracketed lip-read
guesses (`[FIST? LIST?]`) because the techno ate the dialogue. 60 licensed,
1.2 arrival scale, inspector working, crowd of heads and VIP-claimers.
-**The DJ shift** (2026-07-20, first cut): E at the booth hands you the decks
while the resident steps out. B pulls the bass (the room leans in); SPACE
drops, judged against the LIVE bar line (clean/late/clang — early and late
are the same offence); requests arrive at the booth glass with per-request
odds ("got any dnb", nan's song, the DUN DUN one) and three answers that all
cost something. A build held too long runs out of stairs. Movement locks
while you hold them; the floor and the door keep happening without you.
-**Bartender shift** (2026-07-21, first cut): E at the till hands you the
taps (movement locks; the floor keeps happening). Orders arrive as choices —
the order line degrades with the patron's stage (the spelling IS the sobriety
test) — SERVE / WATER / CUT OFF all legal, all priced. Serving messy/maggot
is the RSA breach: the vibe pays up front, and 35% of the time somebody with
a lanyard saw it (ONE deferred write-up per night, deduped by reason).