

Theories/frameworks with non-polar truth values? Especially re: quantum mechanics
I'm interested in thoughts about truth values (term?) other than True or False.
I have heard that there are some frameworks that have non-True, non-False values, which are certainly intriguing to me, but I'm particularly curious if there is any work on proportional truth.
For example, I can uninformedly imagine representing the location of a quantum particle as being somewhere between True or False (closer to True towards the center of the distribution, and tapering off asymptotically towards False the further out you get), but maybe that's just a statistical issue masquerading as a truth claim?
Regaining Willpower from sleeping
Say I'm giving agents the opportunity to spend WP during dream sequences; should that occur *before* they get back their WP from resting?
Check player skills - FoundryVTT
I quite like having an idea of what my FoundryVTT investigators' skill levels are without needing to ask every time (it severely interrupts the flow vs "your Medicine is high enough that you'd recognize X"). However, we do a lot of short oneshots, so it would be a lot of work to be constantly copying or checking their sheets for my reference (especially with how much screen space sheets take up).
Is there a module (or just any tips/tricks) for quickly accessing their skill levels, *without* fully opening their sheets?
Advice needed; handling visions/hallucinations
I am running a game where the investigators are frequently hallucinating, having visions, and generally [situations in which I describe something to only the investigator that sees it].
I've noticed a pattern where, upon resuming sanity, my players pull the "I tell them what you just said I saw" card. While it does make sense (the other *players* obviously heard the description already), I can't help but feel it takes away the immersion of the scene.
I'm not sure what the best way to address this is. I sometimes ask players to roleplay what they say, but they invariably end up either missing key details I described, or (after the first few times) asking if they missed anything, which basically results in me just reiterating the description again; which is similarly immersion-breaking!
Does anyone have ideas/tips/tricks for this? Or is the solution just "stop leaving hints in visions if your players are so forgetful"? 😭
Feedback appreciated from Handlers who've run IL:
I have fun giving my agents dreams. For act 2, I was thinking that the more the agents investigate Dorchester House, the more dreams I might give them of being patients in the Night World sanitarium. Knowing my group, I feel like they'll be heading in guns blazing after the Night Floors, and I'd like to give them more hints and indicators to investigate the staff, before taking the plunge into the facility "in real life."
Any thoughts on this idea? Sadly my players will immediately guess that they are the escaped agents, so I feel like I may as well lean into it and have a parallel "which side is the dream?" thing going on.