PC Knowledge
Basic Set: Campaigns · p.495
Open source p.495Part of the GM’s job is to keep play-
ers from making use of information
that their characters could not know.
Anachronistic technology. Players
can’t use high-tech knowledge that
their characters could not have. If a
medieval character wants to invent
gunpowder, or build a compound
bow, or use moldy bread for peni-
cillin, you don’t have to let him. Of
course, time travelers can take knowl-
edge into the past.
Similarly,
modern
characters
should not be allowed free use of
ancient techniques. Gunpowder is an
example here, too . . . how many 21st-
century people know exactly what to
combine to make gunpowder – or
how to mix, grind, sieve, and use it
without blowing themselves up?
Modern characters can always try to
“remember” ancient techniques, by
making appropriate (and difficult)
rolls against History skill or the par-
ticular specialty involved.
Knowledge of history. If your game
is set in the “real” past of Earth, the
players – if they paid attention in
school! – have advance knowledge of
how things “really” came out. Don’t let
them use it – unless, of course, they
are time travelers from the future. And
remember that, in a game, history can
be changed – so some of the things the
players know might not be true.
Literacy. This is important – and
lots of fun. If a PC is illiterate, don’t let
him read anything! It is amazing how
many players claim -3 points for a
written comprehension level of None
in their native language . . . but
assume they can still read maps, street
signs, and shop windows!