-You may think that this is unnecessary madness, but a word to the wise:
-in a large game, you want action handling going on just in one place
-when possible, because it will help you to keep track of where things
-are a-happening if something goes *ploof* (as, believe us, it will; see
-"Debugging your game" on page 197). You don't need to be a
-perfectionist, just cautious.
-
-A booth in this kind of situation is an open invitation for the player
-to step inside and try to change into Captain Fate's costume. We won't
-let this happen -- the player isn't Clark Kent, after all; later we'll
-explain how we forbid this action -- and that will force the player to
-go inside the café, looking for a discreet place to disrobe; but first,
-let''s freeze John Covarth outside Benny''s and reflect about a
-fundamental truth.
+You may think that this is unnecessary madness, but a word to the wise: in
+a large game, you want action handling going on just in one place when
+possible, because it will help you to keep track of where things are
+a-happening if something goes *ploof* (as, believe us, it will; see
+:doc:`16`). You don't need to be a perfectionist, just cautious.
+
+A booth in this kind of situation is an open invitation for the player to
+step inside and try to change into Captain Fate's costume. We won't let
+this happen -- the player isn't Clark Kent, after all; later we'll explain
+how we forbid this action -- and that will force the player to go inside
+the café, looking for a discreet place to disrobe; but first, let's freeze
+John Covarth outside Benny's and reflect about a fundamental truth.