If you want to see what the default behavior is, do this:
1) In the bottom left corner of the desktop editor, click Filter. This will pop up a menu.
2) Select "Show Library Elements". This will show all the built-in verbs, commands, types, etc.
3) Find "go" under Commands.
You'll be able to see what the default command script does. You can also copy it into your game if you wish to modify it. When you type "n" or "go north" or something like that, it runs that command, with the appropriate exit from the current room selected as the "exit" parameter.
In case you'd rather just see the code (as opposed to the steps above), it's here (as of Quest 5.5):
<command name="go">
<pattern type="string"><![CDATA[^go to (?<exit>.*)$|^go (?<exit>.*)$|^(?<exit>north|east|south|west|northeast|northwest|southeast|southwest|in|out|up|down|n|e|s|w|ne|nw|se|sw|o|u|d)$]]></pattern>
<unresolved>You can't go there.</unresolved>
<script>
if (exit.visible) {
if (exit.locked) {
msg (exit.lockmessage)
}
else if (exit.runscript) {
if (HasScript(exit, "script")) {
do (exit, "script")
}
}
else if (exit.lookonly) {
msg ("You can't go there.")
}
else {
game.pov.parent = exit.to
}
}
else {
msg ("You can't go there.")
}
</script>
</command>
You can see that in the case where it moves the player, it does it by simply assigning the "exit.to" parameter as the player's parent.