Table 46

Knowledge, General and Specific

I've been thinking about knowledge this week, prompted by Elmcat's Common, Recalled, Obscure. It's a great framework for thinking about how to provide characters with knowledge that they might have, but their players don't. Bidding lore in Josh McCrowell's His Majesty the Worm is another structure that's stuck in my mind since my first reading. These two inspirations have knocked some ideas loose that have been percolating in my notes for a while, so here's my attempt at a framework for knowledge.

How we know what we know

General knowledge is information that is known by everyone with a given background or profession. A peasant knows the name of the local ruler. A farmer knows the right time to plant potatoes. A merchant knows which road to take to get to the market two cities away. Specific knowledge, on the other hand, is information that most people of a given background or profession can't be reliably expected to know, even if it is related to their expertise. The historian doesn't know who briefly ruled a kingdom on the other side of the continent a century ago. The priest doesn't know the details of the rites of another religion. The herbalist doesn't know how to tell a poisonous mushroom from an edible mushroom in a region they've never been to before.

When a player asks a question about what they know, the GM should consider whether the knowledge in question is general or specific. Exactly which category the knowledge falls into is contextual - the general knowledge of a farmer from the irrigated floodplains is different from that of a scholar from an oasis city. For a general knowledge question, the GM will simply give the player the answer. Specific knowledge takes a bit more work.

Specific knowledge has a cost a character must pay before it's revealed to them. When the player asks about specific knowledge, the GM will tell them what they know, which includes, but isn't limited to, the following options: