Queue and Sessions
Every visit to a shop runs as a session. The session tracks the shopper’s place in the conversation, their cart, and their haggle results.
One shopper at a time
Section titled “One shopper at a time”A shop serves a single customer by default. While one player browses, the vignette belongs to them alone. Anyone else who tries to enter joins a line instead. The Shop queue field on the Settings tab of Shop Settings controls this. Turning it off lets every player shop at the same time with no line. If you turn it off while a visit is running, the waiting line clears and the shopper already inside keeps their visit.
Joining the queue
Section titled “Joining the queue”When a player opens a busy shop, a small chip appears on their screen. The chip names the shop, shows their position in line, and updates live as the line moves. A Leave button on the chip lets the player step out of line at any time.
The player’s turn
Section titled “The player’s turn”When the current shopper finishes, the first player in line is promoted. A sound cue plays and a dialog asks “Enter {shop} now?”. Accepting opens the vignette immediately, and declining removes the player from the line.
GM queue controls
Section titled “GM queue controls”The Queue tab on the shop settings window is your view of the line. Open the settings window from the shop actor’s sheet header control, or from the shop token’s HUD when no shopping character resolves for you. The top of the tab shows the active shopper, when their visit started, and what kind of node they are currently in. Below that sits everyone waiting, in order.
From the tab you can move a waiting player up or down the line, remove them from the queue entirely, force-close the active session, or advance the queue on the spot. Advancing ends the current visit and promotes the next player. The tab refreshes on its own as the queue changes. Queue actions from a player are handled by the primary GM’s client, so the line stays consistent no matter how many GMs are logged in.
Resuming a session
Section titled “Resuming a session”An interrupted visit is not lost. If a player disconnects or reloads mid-session, their progress is kept. When they return, a prompt asks whether to resume the visit or discard it. Resuming restores their place in the conversation along with their cart, including the line a random-pick Dialogue node drew for that visit. The same prompt appears if a player reopens a shop where they have an unfinished visit.
Cart items that are no longer in stock are dropped on resume, and the player is notified. A saved visit that can no longer be restored is discarded with a notice.
The history log
Section titled “The history log”Session activity is recorded to the shop’s transaction log. Logged events cover purchases, sales, dialogue choices, session starts and ends, and queue joins. Each entry records the world time, the user, and the shopping character.
The log lives on the History tab of Shop Settings and can be filtered by event type or by player. A Clear button wipes the whole log after a confirmation prompt.