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My challenge is usually communicating in-universe lore and setting details without sitting there for an hour talking, but my players are very good at finding creative solutions and work-arounds once they know something their characters would reasonably know. My solution has been to write up information sheets with Homebrewery to make them look decent, so ...


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Give them information and options within the context of the game While there's nothing wrong with just telling the players the information, it can feel less clunky if you deliver them this information through the game world, rather than telling them in your "GM voice". Here are some ways I might go about doing this: Have an NPC (often a quest-...


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My preferred way around this situation is to have my players tell me what they want to accomplish rather than actual actions when they're unsure about world information, and then I can provide whatever knowledge their character have about how to get from here to there (which may or may not involve skill rolls). For example, in my current game, the PCs are ...


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Preserve players' agency and let them learn by doing Player agency can be defined as an ability to make meaningful decisions. It's a good thing to have in any TRPG. Lack of information can definitely hurt agency, so it's good for your players that you do care. Unfortunately, you can make things worse by telegraphing any particular course of actions. There is ...


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A bit of a frame challenge: It's actually not that bad to just give away knowledge that the character would have but the player doesn't, especially due to lack of experience with the system or with the world. The characters are immersed in the world, the players are not. The DM should absolutely note things that the characters would know and just give that ...


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