Objects struck together by shaking or banging should produce appropriate sounds. This requires identifying the materials in question and doing prose generation. Back to Contents Timing. One question in simulation is how you want to treat time. This would depend on the substance of which the object is made, and its size.
Several issues come up then.
From a technical standpoint, the challenge here is that one may soon have numerous timers or demons working at once, especially if the flame spreads or the player is particularly pyromaniacal. Heating and cooling. Associated with the above, and probably, like the above, requiring either timers or heartbeat demons, to count the elapsed time and the amount of heat or cooling conveyed by placing an object over flame or in a freezer. My feeling is that this sort of thing is not likely to be hugely useful, but that it might be fair to treat objects recently in contact with fire as too hot to handle, for instance. Triggers and explosives.