Here is the seventh.
Make some information and actions only available if the player seeks them out. This can either be for non-essential reasons, or critical. The technique works best when non-essential and critical are used in the same sim.
For an example of non-essential information, consider this example:
I might also include some trivial, no-consequence decisions using the same technique. Then, when the real, high-stakes ethical/legal question emerges, it can be buried, as such (assuming the right answer is not to send the information at all.):
This can further add a game-like flow to an experience, all using very low-tech tools.