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(5 edits) (+1)

Thanks for asking! I mention this under “How to Read This Module” on page 6, but basically each entry in the module has a nested list of information. The top level is obvious, and subsequent levels become more apparent as the players investigate. Should look something like this:

A1. Spooky Room

Basic descriptive info, obvious to everyone. e.g. “A dusty computer server room.”

  • First level of information. Bullet points at this level are generally visible and obvious to the players; you can list them out if you want but I’d recommend letting at least some of it come up in conversation. e.g. “A glowing computer terminal.”
    • Next level of info on the above item. Usually this is hidden and only revealed until someone declares they’re investigating the above item more closely: “Getting closer, the terminal has a login prompt on the screen.”
      • Continue with nested details as players ask questions.
      • Bold and underlined text indicates that the associated information is Secret. Usually special circumstances are required to access it: “Correct Password entered: Door controls are unlocked and may be used from this terminal.” (Forgive the lack of underline; markdown only supports bold and italic.)

In general, there are no skill checks or actions for investigating a room; if a player says they’re looking at something, in general they’ll just get the information. This is essential for allowing players to make informed decisions. Even for the password example I presented above, I make it clear that a password is necessary so they can go searching for one (or make some clever guesses). The only case I would make exploring a room take an action is when a player is being nonspecific about what they’re investigating. If they say “I search the room,” that’s an action. If they say “I search under the table,” that’s free and they immediately get the info underneath.

I hope this helped, and that you enjoy the module!

For bigger, open rooms (like areas B, C, and E) I would present the major headings (e.g. “B1. Hull Reach”, “B2. Gravity Generator”) as immediately visible points of interest.

The player map can be a visual aid for exploration, as well (I tried to make the important stuff shinier than the rest).

(1 edit) (+1)

Oh I see, I did not understand that the initial line, about how to read this module, was describing the initial text. I thought it was just a description for the bullet points underneath it. So I failed to grasp that the non bulleted text at the top is meant to be given to the players immediately. 

That does clear things up a bit, thank you!