Write Truths That Change Permission
A Truth earns its place when discovering it changes a decision. 'The beast is old' is lore. 'Its scarred eye cannot perceive blue light, so a blue flare can create an approach route' creates access. 'The ghost was murdered' is backstory. 'The ghost is bound to the murder weapon and follows whoever carries it' changes the hunt.
For every Truth, write three things: what evidence can establish it, what the revelation is, and what access it creates. Let discoverWhen describe classes of credible evidence instead of one scripted clue, so players remain free to invent methods.
A failed investigation changes circumstances, not established canon. A Setback can expose the hunter, cost time, destroy a source before another Truth is learned, or produce an incomplete hypothesis; a Truth already established in play stays true.
Keep the number small. A Quarry with twelve required secrets becomes a checklist. Two to four strong Truths usually produce more play because each one can connect to several preparations or endings.