The idea is to have a user defined object for role playing purposes - one which can have hidden properties that are revealed as a result of one or more players successfully taking actions upon the object. ( Perhaps I should have worded it that way in the first place ).
In the turd example, the initial object might be graphically represented as a book or a question mark or whatever. The description might initially be "A smelly brown lump of something." As each player takes actions on it ( ie. inspect, touch, smell, dissect, etc.. ), the description would grow to reveal both the original description plus all the things that have been discovered about it. The determination could be controlled by luck, skill, the possession of another object or a combination of the three. Also, to keep one player from dominating the discovery, it might be possible to have an optional limitation of X discoveries per user. ( This would encourage team work )
For role play, its pretty common to have objects or artifacts that are not fully understood until players actually examine, probe, or use them. The revelation of these properties and the determination of whether or not such revelations are made is usually controlled by a player/dm/gm. In this particular case, such work could be done by the object itself.
Does this make sense up to this point?
To do this, the user would need to prepare the object in advance - giving it an initial description and then setting up the additional properties and the criteria for successfully discovering each one. I would think that setting up choices for the right-click context menu ( ie. dissect, touch, squeeze, open, study,.... ) would be done in this setup phase too. Yes, they could be selected from a per-approved list of actions.
The same type of definable object could likewise be used for things that don't necessarily pertain to role play. Examples would be physical items that change state, mutate or transform when used or when worked on ( like weapons, potions, levers, possibly other things too ). Another example might be a cauldron or statue/effigy that multiple players must interact with in order to activate ( Imagine mages activating a summoning ring, multiple xiosians dancing around a tree, multiple players pushing a rock. It would be fairly simple for an object to tell if X number of players tried to activate it within a 30 second period. The exact logic could be more robust )
As for how to do this, I was thinking along the lines of a class or object. ( this is what I was thinking when I originally said self modifying. My thoughts were not neatly organized at the time of writing. sorry ) where each action might be a method or function that causes it to check to see if the player is successful, and then causes it to alter its own state (ie. update its description )
As for your last sentence, as a role player, I think the discovery process is what is most important. The discovery of hidden information, and the cooperation of players in order to obtain it. If for example, a character was to sneak into a guild house or tavern and leave a clue behind, you would want players to be able to examine that clue and enjoy the process of discovering hidden aspects of it. If you just left a book with these hidden aspects in ooc bracketed text, you could accomplish the same thing, but there would be no challenge and no element of surprise.