This is in reference to an ongoing project, whose latest problem was articulated on stackoverflow:

http://stackoverflow.com/questions/16484322/functional-banana-traveller-timer-and-player-independent-events

While struggling with this problem, I realized the monlithlic style of GameState did not fit the FRP
approach. This was also noticed by Heinrich, who advised me on steps to take to fix that.
Here's a quote from StackOverflow I'd like to talk about.

"First, looking at your code, I find it odd that you have "outsourced" the actual gameplay logic to the monolithic GameState type and the updateGS function. Now, this is not a bad thing to do, it's just that there is no benefit from using FRP in this style. You can remove the makeNetworkDescription function altogether and register an event handler with addCommandEvent by hand instead."

He then goes on to offer some useful details that address the problem articulated in the question, which also gives a general approach about how to do this right.

But first thing is first, getting rid of makeNetworkDescription.

I'm trying to figure out how to register an event handler with addCommandEvent by hand.
What functions and examples could I look at to get an idea of what to do?