I'm here to look for some ideas about how to better make researching something an interesting and involved process for a party to go through. Maybe flesh out some of the ideas I had myself. Maybe end up with a small homebrew about research.
This could be used with an academically inclined party, say in a Mage games, or just used in any other type of game that has a specific information that could be deciphered and found in books.
This is to mimic either a search of a true name of someone (in settings where this matter), recovering a piece of hidden knowledge, gaining access to knowledge about the MacGuffin, or finding out something that everyone else is trying to keep secret. This should be a way for a party to work to get the kinds of forbidden knowledge that gets all of them into trouble.
Why? Because if a single player is involved in a research, and keeps rolling his extended roll on Research/Academics/Lore every day/hour/year while other events unfold, the other players aren't as invested, and the reward comes off either cheep or too delayed.
This gets especially bad if the research requires the player to spend most of the day locked in the library, while other players have their adventure. Having them assist barely helps.
As for good, existing cases, I can only think of an example from Ars Magica are rules for a Magical Breakthrough, which define what activities count towards making a breakthrough, and a single or multiple Magi can engage in them, with each successful discovery (not guaranteed with each activity), counts for discovery points.
The main difference from other alternatives is that the activities performed are in of themselves useful activities, giving players new spells or enchanted items related to their goal. This could be adapted for research, but requires an important practical component.
So now that I've put into words what I need and what exists, I'm gonna continue on with half-formed speculation and ideas in the next post.