Lanefan
Victoria Rules
This is a flaw in a lot of modules - they don't deal with any of the obvious "what if"s.-I tend to veer sandboxy and simulationist when I run a game. When an enemy in the first room of the castle gets away or sounds an alarm there's a whole castle of enemies that's going to crash down, the captive might get killed, the evil wizard might get his fireball scroll out of storage, everything will be out of intended place, etc. I woudl like a module to think through and offer suggestions for the consequences of major ways things can not go according to intention, both because it helps me run games but also to discourge gamemasters from panicking and having the PCs improbably kill the escaping enemy or whatever simply because they're afraid they'll mess something vital up if they have to adjudicate consequences on the fly. If this is not feasible, I would like to at least see rooms of locations not presented as though they are scenes that must begin the same way under all circumstances.
The classic example of this: pretty much any D&D module intended for PCs of 5th level or higher never goes into any detail about how to handle PCs who approach from the air, even though Fly is a 3rd-level spell and devices of flight are relatively common (and in 5e some PC species come with flight built in).
Personally I don't think they should be cross-referenced anywhere, instead they should be right there in the write-up for the area in which they are found.-Monsters/enemy/npc statblocks should not need to be cross-referenced to another book.
That said, situations where the monsters and foes are intended to be mobile within the dungeon/adventure site might call for another approach, and detached cards could be the answer here.
I like boxed text because in theory it hits all the relevant and obvious details, where if I'm winging it I'm more likely to miss or forget some of them.-I'm not opposed to read-aloud boxed text, when used sparingly. It's okay to occasionally set a scene, give a villain a grand entrance, or make sure something like a puzzle is presented by the GM in a very specific way. But it should be rare enough that when the GM starts reading blocks of prose out word for word the players know it's time to listen.