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.
| Category | Definition | GM Action | Player “Cost” | Example |
|---|---|---|---|---|
| Landmark | Immediate, “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. |
| Hidden | Details 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. |
| Secret | Information 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.
| Category | Definition | GM Action | Player “Cost” | Example |
|---|---|---|---|---|
| Common | Baseline 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. |
| Recalled | Information 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. |
| Obscure | Rare, 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.
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