A lot of the Bloodmarsh setting came about as a vehicle to guide players to certain discoveries, considered awesome by yours truly. Role-playing is fun, and prepping for combat (if not actually carrying it out) can be a blast, but I think the meatiest and most impactful experience for players is to solve a mystery by their own hard effort and brainwork. I wanted to make each gameplay experience circle around the central pillar of a mystery, which is finally put together by the players as a climactic realization. Some of the discoveries I've designed are thematic - getting the players pick out the moral or subverting an RPG cliche - and some are technical or historical. Discovery/Mystery articles are organized as a background blurb and a series of clues. The clues are easy enough to work in as the players go along on whatever path, so that's on you. All you do is drop all the hints, and it's up to the players A) to detect that a mystery is afoot (or two feet sometimes), and B) to solve the mystery, hopefully by talking it through in character. If you choose to actually run a game in this setting (totally optional), look at the blurbs of a few mysteries, and list the ones you want to use. THEN read the Spoiler section and make note of the hints you need to eventually drop. Don't read the Spoilers material for all of the mysteries; leave some in case one of your friends wants to make a campaign in this setting too, so there will still be fresh juicy mystery content for you to discover as a player. These discoveries are organized in *Massive Spoilers* articles, so make sure your players don't peruse those before they've played. Such articles will be tagged "Spoilers" and "GM", and will use Spoilers markup in the body of text. That's all I can do for you, security-wise, so good luck if your players are the cheating type.