[RPG] How to provide knowledge to players

gm-techniquesmetagamingrifts

I've read a lot of articles on player vs. character knowledge, where the crux of the article is always that players know more than their characters, and metagaming is an issue. For good or for bad, I have the opposite problem. My players don't study the source material, and are effectively blank slates. This means that even if their characters would have a piece of knowledge, the players certainly don't.

We're playing Rifts, so there's a lot going on. Tons of skills, magic, psionics, tech – a lot for a player to know, even if they're only concerned about what their particular character can do.

Generally speaking, how do I impart knowledge to the players that their character would know, without "giving it away". Ex. the party was prepping for a delivery into hostile territory. The Shifter (mage) in the group should have gone to the magic store and bought some scrolls that might be useful. But the player of the Shifter isn't really aware that scrolls are a thing, and doesn't have all the spells memorized so wouldn't even know what spell scrolls to buy. As the GM, I know both of these things. How do I give that knowledge to the player without saying "You should go buy some scrolls of x, y, and z spells"?

Best Answer

Give them information and options within the context of the game

While there's nothing wrong with just telling the players the information, it can feel less clunky if you deliver them this information through the game world, rather than telling them in your "GM voice". Here are some ways I might go about doing this:

  • Have an NPC (often a quest-giver) give them specific information about the dangers they will be facing, and prompt them to think about preparing. In your example, the quest-giver could say "I need you to deliver this package to [location]. I've heard rumours of banditry up in that part of the world, so you should make sure you're well-prepared. Out there, you won't have the city watch to protect you."
  • Arrange events to give the players the opportunity to acquire what they need. This can be as simple as saying "Your ship to the frozen north leaves in a few hours, so you have some time to buy anything you need for the journey. Is there anything you would like to buy before you set off?" Or in your case, you could have them stumble upon a magic emporium or street seller selling scrolls specifically marketed at adventurers. This tells them that scrolls are a thing in the game world, and gives them the opportunity to stock up.
  • When the players do try to prepare, make sure that good options are very visible to the players. In the above scroll-seller example, don't have her just sitting around waiting for the PCs to ask her for specific scrolls. Have her recognise them as adventurers, and actively try to sell them the most relevant kinds of scrolls. Something like "Let me guess, you're heading out east to the bandit-infested badlands? You'll have come here for our Burning Hands scrolls, very popular with adventuring types, they are." You don't have to explain exactly what the scrolls do, just give enough to prompt the player to ask more, either in-character or out-of-character.

I think you can get away with a lot this way that would be more objectionable if told to the PCs directly. Think how you'd feel as a player being told "Your character would know that you should stock up on a few scrolls, like Burning Hands, before you leave," vs being told "You see a shop just off the main road, under a dusty sign saying 'Adventurer's Emporium'. Outside the door is a newly-painted sign saying 'Special Offer, today only: Burning Hands scrolls. Perfect for getting you out of trouble!'." The latter doesn't tell the player how to play their character, and by fitting into the setting, gives them something they can use again the next time they are sent on a quest.