I'm not sure about the list of all obscure interactions (I'm pretty sure this doesn't exist), but Skell made this:
https://docs.google.com/document/d/1QS9Vk3xsd4jlGF23J8p7c2IM5cmhwmoe6eCEaaAn8jY/edit?usp=sharing
a while ago, which is exactly the order in which things occur within the turn. From this, you can sort of figure out some of the more obscure things which can happen in DROD. I know it's not exactly what you're looking for, but it's probably the best way to start.
I'll also note that by today's standard, nearly everything covered in AC 1 and 2 (a notable exception is some of the stuff in the Advanced Brains section in AC1) is assumed to be common knowledge by a lot of people. I for one, wouldn't consider anything in these holds as particularly arcane, especially given the plethora of new and super cool interactions introduced in TSS.
If you're struggling to come up with things when you're building, the best way I've found to come up with more weird interactions is by trying them in a controlled environment in the editor, before making a room out of them. Once you have a pretty good understanding of *how* the engine works, it becomes more straightforward to find these odd interactions. This is how I came up with a couple of rooms in
Chronometry Confusion with interactions which insoluble said he'd never seen in a published hold before.
Good luck!
____________________________
Member of the Snake Appreciation Society
One of your local HAs.
My stuff:
Click here to view the secret text
[Last edited by navithmastero at 10-23-2022 02:59 PM]