Designing the Library

“Library” is the general term to designate the setting of the PCs' research. Despite the name, it doesn't necessarily consist of a collection of books. It could be a computer database, astral memory palace, a club where the party questions the other guests, or even an infosphere. In many ways, designing a library is similar to designing any other adventure locale, with various rooms or other areas, each with its own complications for the PCs to overcome. If your library has a tactical map, these are likely hazards or encounters with hostile creatures; if your library is cinematic, especially if it's a virtual space, these might instead be skill-based or social encounters with NPCs. The PCs might even need a skill check or the Hacking subsystem to gain access to the library.

Throughout the library, you'll place research checks. These describe the task that the party is doing to Research—asking in a chat room, skimming books, chemically testing samples, or talking to a stubborn administrator—and a number of skills and DCs the party can use with the Research activity, in order from the lowest DC (the skill that works best) to the highest DC.