Know-Things
When a player asks you what/if they know about something, ask them if they want to Know Things. You can also prompt them: “You might know about this as a tanner’s apprentice, want to Know Things?”
Don’t have players Know Things to recall common knowledge (like the fact that the roads are relatively safe) or to remember details that they’ve simply forgotten (like how Seren told everyone in session 2 that fae can’t abide the touch of iron). Just remind them of the truth and move on.
If it’s unclear what they’re Knowing Things about, or what they hope to learn, then ask! It’ll make the move much easier to resolve.
Players don’t have to explain how they’d know about a topic before rolling. They can roll, and then you tell them something interesting and/or useful and ask them “how do you know this?”The stories your players come up with can be pure gold.
If there’s really no way a character would know about a topic, then say so. “No, this is just beyond your experience.” But do so sparingly! The game is better when players Know Things freely, even if it’s a stretch.
On a 10+, tell them something interesting and useful (and true) about the subject. It should suggest a clear course of action, or rule one out, or both. It can help to start with “the interesting thing is __ ” (giving some background info) “and the useful thing is __ ” (adding that extra, useful detail). If you’re unsure whether you’ve given them something useful, ask!
On a 7-9, you owe them something interesting, but it’s on them to make it useful. If you’re stuck for ideas, try one of these:
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Think of something useful/actionable, but tell them something that only hints at that info without spelling it out.
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Reveal two useful but contradictory things, without deciding which one is true until put to the test. When the PCs act on the info, look to the Die of Fate or the results of their moves to decide which one is true.
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Tell them something useful that they can’t easily act on. “Their plumage is quite valuable to southern merchants, and live young even more so! But this one’s rushing at you right now. What do you do?”
Feel free to ask players for input on the answers, especially on topics you haven’t prepped. “Sure, you tell me. How do these drakes hunt, and how can you use that to your advantage?”
If multiple players want to Know Things on the same topic, then have one player roll while another Aids. Discourage players from Knowing Things on the same topic multiple times. If they try, use a GM move to push the scene along.
On a 6-, you might put them in a spot while they ponder, or introduce a danger (suddenly: hagrs!). You might reveal an unwelcome truth, or ask the player to do so. You might offer an opportunity with a significant (maybe unseen) cost. You might demonstrate a downside to their sheltered upbringing and say they just don’t know, or tell them the requirements (“you’ll need to talk to Seren about this”).
You can, on a 6-, turn their move back on them and tell them something that they believe to be true but that will get them into trouble if they act on it. This only works if the players are all on board, because the players know that they rolled a miss. Be careful, and don’t overdo it. You can almost always do something more interesting than lie.
Example
The PCs have been following the trail for a few hours. Rhianna asks “Is there anything out this way? My crew and I are hunters, we know the Woods pretty well.”
“You’re not far from the Red Grove,” I say, because that’s common knowledge. She asks if there’s anything else. “Sounds like Knowing Things. Are you looking for more info about the Red Grove, or what?” She wants to know about other points of interest: ruins, lairs, that sort of thing. “Cool, roll +INT.”
On a 6-, I’d probably have the feathered drakes from my notes show up. But she gets an 11, so I make with the info. “There’s a big Maker ruin, maybe another day’s march this direction. It’s mostly buried, and it’d be a long way for crinwin to drag a boy as big as Pryder. But it’s the most notable landmark you can think of. And it’s big enough to hold a crinwin nest and some human captives. Is that sufficiently useful?” I ask.
“Yeah. Definitely.” says Rhianna. “That’s probably where they’re headed, then.”
“How do you know about the ruin?” I ask.
“Oh, I think pa and I tracked a rabid wolf this way when I was a kid. Found it dead, near the ruin, but we got spooked and left.”
Example
Vahid Knows Things about this plant-man they just caught stealing from their camp. On a 10+, I plan on telling him that this is a fae, and that fae are bound to keep their word and repay debts.
Alas, Vahid gets a 6. I decide to tell him something interesting anyway, asking a provocative question as I do. “Oh, yeah, you’ve met this jerk before, not long after you got to Stonetop. He’s a fae, a thief named Thornthumb. How did he trick you that one time, and what did he steal?”
Example
Blodwen is wondering how they can free Wynfor’s mind from the swyn’s influence. She Knows Things and gets a 9.
“There’s an herb,” I say, “uh… moonwort. It clears the mind of enchantment. Or is that silverwort? Shoot, one clears the mind, the other makes you see things, but you can’t recall which is which. How’d you learn this?”
“Oh, from Gwendyl. But she’s not the best teacher, and I haven’t had a reason to use either herb. I can use supplies to have some, right? I’ve got an herb garden back home.”
“Sure,” I say. “But which one?” And unless she does something clever, I’ll wait until she gives some to Wynfor, then have her roll the Die of Fate. On a 4+, she guesses right!