[RPG] How to GM a partial on Spout Lore

dungeon-worldgm-techniquesspout-lore

I tend to have a lot of trouble with the partial on spout lore. The text reads:

On a 7–9 the GM will only tell you something interesting—it’s on you to make it useful.

However I have trouble telling the players something that is interesting but for which there is not a painfully obvious way it is useful. This makes it so that a success and a partial on spout lore are virtually one in the same, which is not ideal.

Here's an example situation that came up recently:

The party arrived in the city of Oostar. One of the party cooks, a anthropomorphic mushroom, wanted to know about the local cuisine so they used Spout Lore.

If they were to have succeed I would have said:

Oostar is a city known for a vibrant food culture. Ingredients that would otherwise be rare are abundant and cheap.

If they were to have failed I would have said:

Unlike other areas, Oostar is not as progressive on the rights of nature creatures. Sentient mushrooms are considered a delicacy here.

However I have no idea what to say in the case of a partial.

How can I come up with information that is interesting but requires the players to think a bit before they can put it to use?

Best Answer

Know why it's not useful.

There are a couple of ways to approach the problem of presenting the PCs with information that is interesting, and not useful, and that is up to them to make useful.

They all start with coming up with something interesting, and it doesn't sound like that's a problem for you.

If the interesting thing is useful, come up with an obstacle to its usefulness that the PCs will have to navigate.

If the interesting thing is not useful, come up with a way the PCs can make it useful right now, or a scenario where it might be useful to the PCs, and keep that in your back pocket for when you need to prompt a PC to do something.

Barriers to Usefulness

So let's start with some useful information:

Ingredients that would otherwise be rare are abundant and cheap.

How can you make this not immediately useful?

You could introduce something else people would have to find out:

As long as you can identify yourself to the stallholders as a chef and not just a traveler looking for a cheap meal. Now, how could you do that?

You could introduce a cost to pay:

As long as you're in good standing with the Guildes des Cuisines, which famously charge a 500-coin lifetime membership fee.

Or an obstacle to overcome:

As long as the market chief, Gastrome de l'Etoiles, personally approves of your cooking.

On a 6- you might consider severely ramping up one of these costs if you think it would go hard enough:

As long as you're in good standing with the Guildes des Cuisines, which are famously headquartered right where this giant smoking ruin is now. ...oh dear.

Pathways to Usefulness

Or suppose you come up with something interesting that doesn't look immediately useful. It's still got to present some hook - it's your play in the back-and-forth narration, so you should be setting the players up somehow.

Well, unless you're running a white-knuckle first session, the PCs don't have exactly one problem. And you knew the problem they were Spouting Lore about in the first place, right? Otherwise you'd have no idea what to say to be useful.

So look at all the other problems out there - all the fronts, and all the things PCs have cared about. If you can make it fit as a stepping stone on one of those, all well and good.

If not? Well, if you feel like it won't dilute things too much to open up another front or another ongoing project, go for it.