No Such Thing As An Overshare – Breaking down Player and Character Knowledge

We can play TTRPG games better now. We don’t need to take a player aside into another room to share some secret knowledge with them. We don’t need to roll in secret behind a screen. Our players can happily separate player and character knowledge, without taking advantage – and enjoy both sides of the curtain. 

We don’t need to pass notes at the table any more.

So, given that player and character knowledge is often useful to know at the same time (and we’re comfortable with author and actor stance being occupied simultaneously) – why not break down some more barriers? Here are some ideas that I’ve gathered and tried

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Share the Map

If you’re in a location based game, just put the dungeon map down in the middle of the table – players can use it to navigate where they want to go, and it removes the need to try and explain that the room is 80 feet square with a statue in the north east corner. If you’re worried about secret doors and traps, either don’t be – secret doors and traps are often weak anyway – or make the players make some sort of check as they enter. They’re expecting traps everywhere, right? It’s just a check to see if they leap out of the way quick enough.

In a more loose, investigation game – sharing what areas are open to explore is just as useful. I’ve used this in Brindlewood Bay – often it’s not clear where there is in the town they’ve arrived at to explore, and so by flagging the locations clearly they know what options there are. In BB, of course, any clue could be found anywhere, so there’s no worries about spoilers, but even in a more traditional game, it’s fine to have yet-to-be-revealed locations out – they know there’s a creepy cellar somewhere, just not where it is.

Share the NPCs

I’ve used this at convention games for a period of time, putting down little cards with names and/or art for important NPCs as and when they’re encountered. But recently, I’ve thought about going further, and having them all out from the start – the players know who they could meet, and just unlock them as they play. It gives a sense of the scope of the session, and how close they are to the finale. Which helps with

Share the Timekeeping

Show your working out when it comes to pace, especially in a one-shot at a convention.

“We’ve got half an hour left now, so if it’s all the same with everyone, we’re going to cut to the top of the tower – you know the demon’s going to be there, and you’ve got lots of the stuff you need to fight it – and we need to finish in time for lunch!”

This is absolutely fine – and even during a game, sharing when you’re compressing or cutting out parts of play for expediency is absolutely fine – let your players behind the curtain! Robin Laws has talked about using a Law & Order-style gavel hit for when all the clues have been found in a location, and it’s a good idea for a reason!

Share the hp / AC / stats

I’m amazed this isn’t more widely done. If you share the Armor Class of an enemy, you instantly empower your players to describe if they’ve hit or not – they don’t need to parse it through you! And they’ll work it out soon enough, anyway – you’re just saving them the maths. I don’t actually share round-by-round hit points for monsters etc, but I definitely share when enemies are down to half hit points (often saying they’re “bloodied” or “staggered” like I’m playing 13th Age, or 4th Ed – which you need to in those games, as some effects trigger from them). I’ll even sometimes share when a monster is nearly down, just so players can pace the scene of defeating them at the end. 

If this sounds a bit mechanical, you’re already asking players to share their own stats with you – it’s very little additional engagement with the medium that you’re asking.

So, four ways to break down the barriers and use player knowledge to your advantage – have you any more suggestions? Or are you worried about immersion again?

One Comment

  1. Unknown's avatar

    […] No Such Thing As An Overshare – Breaking down Player and Character Knowledge @ Burn After Running – I bet I could test that supposition… Back on topic, I love all of these suggestions. The factors around timing are especially useful. I really like games where setting and NPCs are largely created cooperatively, like the Dresden Files RPG. Yeah, a good post, this. […]

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