This has come up numerous times in our campaign, and I’d really appreciate some advice on how to deal with it. There are two issues I’d like advice about:
1. For players: How to proactively use knowledge-based skills?
2. For GMs: How to create situations that challenge knowledge-based skills?
We have one PC in the story, a sorcerer named Leonid, who has a host of these skills. History, Research, a bunch of wises … there are more too, can’t remember. The main problem I’m having is that thus far, every time he wants to use one of them, I’ve had to Say Yes. There were never any interesting consequences of failure. These have all been for assessment tests, not declarations.
I’ve done some thinking as to why this is. First and foremost, if a PC is testing to see if he knows something, what is an interesting consequence of failure of NOT knowing? I can see some situations where it’d be fun, but in many cases, it’s just a matter of whether you know something or not, and there’s not much else to it.
Also, we have an interesting mystery plot arc going on, and it’s the mystery stuff that Leonid’s been trying to suss out. I’ve been dropping in most of my clues at points when the RP’s starting to wind down, when we’re coming up to a lull, and the players need a prompt to continue. Namely, when the ongoing Intents conclude themselves, and nobody is bringing anything else to the table, I bring something to the table. It works.
So I drop a hint, a nudge to push them on towards establishing new Intents for themselves, and the Sorcerer wants to roll Skill X to learn more. What do I say to this? The whole reason I injected a bit of information into the story was to push the story forward. Consequence of failure? Every single time so far, I haven’t been able to think of something interesting that wouldn’t just prolong the lull that I was trying to overcome by bringing something new to the table. Consequence = You don’t know, and we sit here for another ten minutes twiddling our thumbs. Huh. So, I just keep Saying Yes, and giving the sorcerer the information he wants to know, and letting that push the game forward.
And the sorcerer gets no tests for advancement. Shitty deal!
As for the mysteries, I’m trying to be fairly transparent about them. I have a few long-term mysteries that I am keeping close to my chest for the time being. As the PCs approach the various hidden plot hooks, I will explain the situation to them OOC, perhaps keeping a few secret twists under my belt to reveal later. I’ve already done a lot of OOC exposition for the smaller mysteries, and dropped some good OOC hints for the bigger ones. The story’s not all mystery either. We have a large-scale economic issue that encompasses the entire setting, and some other plot hooks related to the PCs themselves. The mysteries are mostly aimed at linking the PCs’ stories to each other and to the major NPCs in ways that the PCs don’t anticipate.
Also, I’d really like a bit of advice about how to encourage my players to start using Wises more often for fact declaration. I know how to use Wises myself. I think most of the players understand the system as well. Yet Wises have gotten very little usage for fact declaration so far. The sorcerer player especially seems rather flustered about this. He has all these knowledge-based skills and wises, but doesn’t understand how to use them to direct the story. I’ve been trying to give advice, but am at a loss as to how to really make it sink in. He’s not the most inventive player, so this seems to be a bit of a challenge for him. Any advice for him or for me?
Thanks, everybody, ahead of time! ~ Dean