Inform's default handling of wearable things does not make any rules about what can be worn together. Suppose, however, we have a game in which there are a large number of different garments, and we want to keep the player from wearing (say) more than one pair of pants at once:
The Wedding Chapel Dressing Room is a room. "The bride's dressing room is a lavish suite with closets, hangers, dressmaker's dummies, boxes of straight pins and sewing notions, combs, lotions, brushes, and hair fixatives, plus room for fifteen female attendants and a photographer. Before they shoved you out of the room you even got a glimpse of a small reference library including '1001 French Braids' and 'Corset-Lacing For Beginners.'
The dusty mirror and the photograph of Elvis are scenery in the Dressing Room. The description of the mirror is "You can't really get more than a silhouette impression of yourself." The description of Elvis is "He reminds you that you'd better get out there before the organist switches to Hound Dog."
say "From the other side of the door, you hear the organist move on from his instrumental interpretation of 'I Wanna Hold Your Hand' to a somewhat more spirited rendition of 'Help! I Need Somebody!'. Okay, okay, but you've been rushing things along since the 16th fairway, and you can't be more than a half-hour late... Surely that mother of hers can't blame you for that?"
Test me with "i / x trousers / wear trousers / x golf pants / take off golf pants / wear trousers / x frilly shirt / x polo shirt / wear frilly shirt / doff polo shirt / wear frilly shirt".
If we wanted to, we could make similar kinds for hats, shoes, and so on, and have a simple but effective system of clothing. A more complicated treatment might keep track of layering and describe the player's outfit differently depending on which clothes were outermost – an example for a later chapter ([What Not to Wear]).