[MENTION=6919838]5ekyu[/MENTION], your random scenario element system reminds me a bit of icon rolls in 13th Age.
Rather than make the players guess about what the fictional content is that their PCs have access to, let them know, and then watch them struggle to get it!
In my Traveller game I'm very relaxed about given the players stats for planets, NPCs, etc. (The original rule books leave it unclear how much the GM was expected to share with the players.) Keeping that stuff secret just doesn't seem to add very much - whereas letting the players know makes it easier for them to engage with the situation and try and do something with or about it.
I think this sort of taunting/prompting/poking is a really important GM tool that doesn't get discussed much on these boards."Hey guys look what i found. What do you think this is?"... low trembling in the ground... ...ground erupts with big red angry eyes gleaming from the dust cloud...Player responds "i think you found the ace of clubs") possibly with me revealing the card in question at that very moment and if i am in a particularly inspired evil moment, the king of diamonds too. "Wait, no, we cant run. That's the freakin' king of diamonds there... aw come on... guys its not that big... look at those teeth... its a veggiesaurus... crap... this is why i can never have nice things"
Rather than make the players guess about what the fictional content is that their PCs have access to, let them know, and then watch them struggle to get it!
In my Traveller game I'm very relaxed about given the players stats for planets, NPCs, etc. (The original rule books leave it unclear how much the GM was expected to share with the players.) Keeping that stuff secret just doesn't seem to add very much - whereas letting the players know makes it easier for them to engage with the situation and try and do something with or about it.