In my “Dangerously Random” 2d12 world PbtA game, I have a move which can be used transfer knowledge from a player to a character, and for the character to know things (to have known all along, or to learn) thereby making them known to the player. Another move allows the player to know things which may or may not be known to the character. I should mention that everyone at the table shares the role of the GM.
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KNOW SOMETHING
When you think you (the character) might know something, work together to determine what it is, stating how you could justifiably have gained such knowledge, then roll:
+int if you remember, deduce, or spout lore.
+wis if you percieve, intuit, or discern.
+cha if you discovered it through personal interactions.
24+: It’s true. You know it. And then some…
20–23: It’s just like you said. You might also comment on how widespread this knowledge is.
**13–19:**It’s true, but…
3–12: Mark XP. Decide which of the following best applies:
- You know it isn’t true.
- It isn’t true but you wrongly believe it is.
- It’s actually true, but you don’t know this.
2–: Mark XP. It isn’t true and never will be, and what’s worse…
You can use this move to create facts out of thin air, as long as you justify how or why you could reasonably have come by such knowledge.
You can also use this move to grant knowledge to a character of something that was previously known only to a player.
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BUILD THE WORLD
When you ( the player ) seek to establish facts about the world or something in it, work together to determine what it is and then roll +nothing.
**24+: ** It’s true, and…
20–23: It’s true.
13–19: It’s true, but there’s a catch. Say what it is.
3–12: Do not mark XP. It isn’t true.
2–: Do not mark XP. It isn’t true. And what’s even worse is…
This move cannot contradict established truths.
Work together to determine the extent to which new truths are known. Your character(s) may or may not know such things, but it may be possible for them to learn of them.