[RPG] How to let characters share knowledge only they know

gm-techniques

In The Lord of the Rings, when Legolas the elf succeeded on his spot check, he was the one to announce to his friends that he saw riders in the distance. There was no voice from the all powerful DM in the sky that informed Aragorn and Gimli at the same time, and they learned only when Legolas told them.

As a DM, I would like to let my characters announce their discoveries to the group, in order to let their characters interact, increase the immersion, and let my players have the fun of exposing what the characters discover.

Unfortunately, doing so seems difficult, and unpractical. I thought about secret notes, but I fear they would down the game if I have to always write things down and send them to someone. I thought about texting, but I would rather not have cellphones at my table.

So, what are strategies to let my characters announce what they know in a way that enhances the game instead of bogging it down?

Feel free to re-explore the two methods I named here, as those were simply impressions on my part, and I am not ruling them out. Also, don't be afraid to tell me it can't be done if that's the case.

Best Answer

In my experience, actually hiding knowledge from all but one player is usually less dramatically interesting than the alternative. The reason is the concept of dramatic irony. Dramatic irony is when the audience of a story (in this case, you and the players) knows something that the characters do not. When you tell the whole table something that only one character knows, you now get to watch how that character explains the information in character, if they explain it at all. This is often hilarious, and just as often chilling. So most of the time, I think it's best just to tell the whole table and let them work it out in character.

That said, I think there are only two cases where you might want to pass notes, and they're rare enough that you can probably write the notes out before the session to save time:

1) When the character might have reason to keep the information to his/herself.

When Legolas sees riders in the distance, he's not going to not tell his friends about them. They're a team, and he's not a jerk. Hiding the information from other players and waiting for Legolas to convey it to them slows down the game and doesn't add anything meaningful to the experience. There are going to be very few situations where a character is going to want to hide information from the party. Mostly they come down to things like backstory, being secretly possessed by an evil wizard, or intra-party murder plots. If you're not running an evil campaign, this probably won't happen very often.

2) You don't trust your players not to meta-game.

This is the big one, and I think it's better to solve it by talking to players about roleplaying etiquette than by finding a way to pass them tons of secret notes. Make them understand that there is a difference between what they as players know, and what they as characters know. Even if they're A+ roleplayers, though, there will probably still be times when you want to avoid biasing their thinking. Maybe one character has been far away, scouting, and has some crucial information about an enemy attack, but you want the other characters to be standing around bickering with the emperor, completely oblivious, until the first character's breathless arrival.

Even in those cases, I find that a table full of good roleplayers is better able to help you tell a memorable story if the players have more information, rather than less. Basically, I'd say think very carefully about when a secret note would be helpful, write them all ahead of time, and stick to those instances only.