How are you handling loresheets? They were one of my favorite parts of the older games. My only minor complaint is that there wasn't something like a mini-index of loresheets in the character creation/advancement section. It would have been super helpful to see them all, with perhaps a sentence or two description along w/ the page reference, at a glance.
Delicately. I admire loresheets but I dislike two important aspects of them:
1) Spending your advancement resource on anything other than advancing your character's capabilities
2) Adding elements of setting to a character outside of interacting with it
In both cases, you're approaching the game as a story (in a removed sense) rather than immersively (through the actions of your character). It thwarts the sense of exploration the game attempts to foster with its dungeoncrawl-reminiscent exploration mechanics.
Let me put it succinctly: if you can tell what's behind a door before your character opens it, why would you open it?
Similarly, why would you go somewhere interesting (with all the danger and pacing of a journey through a post-apocalyptic hellscape) when you could simply purchase an entanglement from a huge list of meta-resources? The first (the opening of the door, the journey) is the playing of the game. The second is meta-game; building your character from a list of options.
I'm of the philosophy that the best time to do that is chargen. Which, you'l note, is essentially opposed to the technology that loresheets are offering.
But I can't harden my heart entirely to them; they're a charming part of why I loved LotW, and they present the setting in terms of something
attainable and
real to players (I can't tell you how much it lit my mind on fire to be able to "grab" Tiger Soul's loresheet from back in WotG!).
So now you entangle yourself in things by interacting with them, but they unlock character-advancing options. For example, swear allegiance to a major clan, they're considerably more likely to give you access to their territories, armory, of course their secret fighting arts... Ditto for individual masters, or basically anyone/thing that can teach you Kung-Fu.
Which means you effectively
unlock loresheets as a kind of reward for interacting with the world. Your advancement options are predicated on what's available from that interaction; you want to get some new super-moves? Gotta go where they are and dig them out.
(Of course you start with some too. Also, you can teach others your knowledge. What price do you extract for that? This lets you use them to do things like enhance the value of followers or bargain politically, territory that didn't have a lot of mechanical support in those earlier games)
So, like I guess with everything else, I changed them to fit the new game assumptions and pacing mechanisms. But man, how dumb would I have been to toss them out entirely?