Dealing with “Perception-Investigation” and Knowledge Checks in an OSR/NSR manner

The following information has been lifted borrowed from the following sources:

“Perception-Investigation”

This framework categorizes game information based on its accessibility to help GMs manage pacing and player agency. By distinguishing between Landmark (obvious), Hidden (investigative), and Secret (puzzle-based) details, GMs can reward exploration without relying solely on dice rolls.

CategoryDefinitionGM ActionPlayer “Cost”Example
LandmarkImmediate, “free” information visible upon entry.Describe these automatically to set the stage and provide context.None. (Free)A large bookshelf, a heavy iron door, or a damp rug.
HiddenDetails obscured by the environment or surface.Reveal only if players interact with the landmark or spend time.Time & Risk. (Searching or touching)A trapdoor beneath the rug; a loose stone in the wall.
SecretInformation that is functionally invisible or locked.Require a specific “key,” logic, or resource to uncover.Specific Action. (Puzzles or tools)Tilting three specific books in order to pivot the bookshelf.

Key Takeaway for GMs

  • Landmarks give players the “map” of the room.
  • Hidden elements provide the “risk/reward” of investigation.
  • Secrets provide the “eureka” moments of discovery.

Knowledge Checks

This framework categorizes knowledge based on its accessibility and “cost” to the character. Common knowledge is free and immediate; Recalled knowledge is guaranteed but requires a fictional cost (like time or resources); Obscure knowledge is rare and uncertain, requiring both a cost and a successful roll. By using these tiers, GMs ensure that players always have enough information to make meaningful choices without letting die rolls stall the narrative.

CategoryDefinitionGM ActionPlayer “Cost”Example
CommonBaseline info known by anyone in the area or profession.Give it away. Provide this automatically; restate it if players forget.None. (Free & Instant)A cleric knowing their deity’s rites; a local knowing who the Baron is.
RecalledInformation that is “within reach” but not immediate.Guarantee it for a price. Tell the player they can have the info if they spend a specific resource.Time, Access, or Exposure. (e.g., spending an hour, visiting a library, or owing a favor)Consulting a book to identify a rare poison; spending a turn to remember a specific historical date.
ObscureRare, technical, or forgotten lore.Roll for it. Use a roll only when info is contested or time is a constraint. Always provide a “partial truth” on a fail.Cost + Uncertainty. (A roll that might fail or result in a complication)Deciphering ancient, blood-stained runes while a dungeon is collapsing; identifying a unique artifact.

Key Takeaway for GMs

  • Common ensures the players can actually play the game.
  • Recalled rewards players for being methodical and using their surroundings.
  • Obscure adds tension to high-stakes or highly specialized discovery.

Wytchbane Pantheons

The deities and demigods of the Wytchbane Campaign organized by general alignment of their worshippers and servitors.

The Law Pantheon is composed of the Nine Saints of the Nonadic Church.

The Chaos Pantheon is made up of the malign gods and entities who are striving to control or destabilize the world.

The Neutral Pantheon belongs to the gods of the Old Faith, elemental spirits and fae beings whose origins are as ancient as the world itself.

Yogh-Sothôt

“Yogh-Sothôt knows the gate. Yogh-Sothôt is the gate. Yogh-Sothôt is the key and guardian of the gate. Past, present, future, all are one in Yogh-Sothôt.”

The dark Outer God – Yogh-Sothôt – is worshipped by certain wizards, wytches and the necromantic Mortriarchs of the Obsidian Eye who seek to bring back their slain sisters and brothers from the lands of the dead.

Wisp

Wisps are minor spirits of the dead that seep up from burial sites.

Wisps form from the emotional and spiritual “stains” left by death. Think of them as the metaphysical equivalent of a bloodstain or scorch mark—not the person themselves, but what they left behind. The more traumatic or emotionally charged the death, the stronger the residue. Mass graves, battlefields, murder sites, or places where bodies were buried improperly can be particularly dense with wisps.

Wytchbane Magic Systems

I have begun codifying the magic systems for my Wytchbanc setting. It’s not much yet, but it’s a good start.

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