I'd like to get folks' thoughts on something. Now I'll preface this with "This was something that was asked for by the players."
For an Action Sequence, the way the rules are written, it's exact in what the GM is supposed to tell the players about a Risk (You will take 3 wounds as a consequence, you have 3 opportunities to grab the rare map, protect the child, and overhear the conversation with the Duke). My players decided they didn't want everything laid out exactly and to make it more 'descriptive' until they actually spend a Raise.
You need to get across the burning room to the exit on the other side (Risk)
There are burning timbers and fires that could fall on you or catch your clothes on fire unless you spend Raises to avoid them. The damage would be moderate (That would be a keyword for around 3-5 wounds) if you don't negate it
You also see a small pouch lying on a table that's about to be burned (Opportunity)
You also see a door and hear some voices (Opportunity)
You also see some shadows in the corner moving around (Opportunity)
However, the players wouldn't be told what it was exactly until they decided to Negate the Consequence or Exploit the Opportunity. After spending the Raise, the details would become clear: "The pouch jingles from the weight of many coins," "The voices sound like the Duke discussing where he's hidden the jewels" or "The shadows belong to a small child crawling on the ground behind a table."
For the Consequences, once they decided to negate Wounds the amount of Raises spent would be described as "Enough to escape unwounded" or "You'll keep most of the fires at bay but may take a small bit of heat damage."
Has anyone else's players asked for this? Has anyone tried this? I think it's still important to list the 'number' of consequences and opportunities but keeping some details hidden seems to add to the mystery and suspense of whether to spend a Raise on one of them. The main reason for this is that the Heroes aren't omniscient when they 'enter a scene' and especially if the scene is high action there isn't time to plot and plan agonizingly over details.