This was to
@clearstream, but I'll give my answer too.
First of, the player doesn't start by spouting specific lore before veracity of it has been established. It would be like the player stating that their character slays a troll before an attack roll has even been made. (Or they could say that, but that's basically just the character making stuff up.) Presumably what they actually want to do is establish whether they know any historic legends regarding whereabouts of dragons. So they communicate that.
Then the GM (if they have not already done so whilst setting up the world) determines some locations for dragons. Presumably the players in this instance are interested in nearest ones, so determining those/that will suffice. This determination is done based on the knowledge the GM has regarding the setting and behaviour of dragons. Then the GM determines how esoteric the knowledge is, thus setting the DC. (If we are talking about active dragons, not very. They are rather noticeable and also a big deal so the word gets around.) Then the player rolls the relevant skill (history in this instance,) with an advantage if there is reasons to warrant it. Appropriate background might be one, and having dragons as favoured enemy would definitely suffice.
Then based on the result and the DC, the GM will inform the player what their character can recall. I usually use some sort of decree of success for knowledge checks, so barely beating the DC might result "you have heard some rumours about people having seen dragons in near location X" type of an answer whilst a higher result would warrant more specific knowledge possibly including the names, ages and colours of the dragons in question, and some information regarding their behaviour and past deeds.
There is a lot more I'd like to know about this (maybe I'll ask those questions tomorrow), but thanks for your answer!
I agree that what you've outlined above is a mix of Sim handling (setting and internal causality extrapolation and the like).
@clearstream thanks for your answer! Like CL, what I’m seeing from your post looks like standard Simulationism via GM conception and extrapolation of setting, of the fiction, of the conversational inputs of the player.
@FrogReaver , here is an answer without any further context needed (I don't know why you need me to supply further context...but if you need further context, just make something up and reference that to answer the questions!). Clearstream and kenada's conversation established:
- Ranger
- Dragon
- Mountain (where the dragon lairs)
Just from those 3 things I can resolve my questions above for Gamism brought to you by Rules Cyclopedia D&D.
1) There are no Rangers in RC D&D. So lets make this a 21s level Fighter (Avenger) so he can cast level 4 Cleric Spells (Speak With Plants). He's Ranger-ey, so General Skills of Nature Lore (Forest), Tracking, Survival (Forest), Knowledge (Legends).
2) The player asks if in their travels they have heard legend of the location of this Dragon's lair. They've got Knowledge (Legends) so I'll just say "sure" and I'll give them the name of the dragon by default (which I have written on the key of my hexmap and tied to a particular hex w/ its hunting grounds being the adjacent hexes). To see if they know what hex its located in I tell them to roll under their Int for Knowledge (Legends). The orthodox modifier spread in RC is -6, -4, -2, +2, +4, +6. This is specific knowledge, but an Ancient Dragon's broad location as a series of a hexes would be pretty well known. So I probably ask, "do you want to know the hexes its been seen in or do you want to know where its actual lair is (so they can travel straight-away to that hex rather than explore)?" If they say, "general hexes seen" I would say "roll under Int (that is pretty general stuff)." If they say "specific hex of the lair," I would say "roll under Int -4 as that is difficult stuff to know." If they elect for the former and succeed, I'll give them the hexes. Latter and succeed? I'll give them the hex of the lair.
Now, RC doesn't help you on failures really, so the way I've always handled it is like Thief failures. You can't ask another question on the subject until the situation appreciably changes (you gain a level or you gain access to a repository of knowledge - like a Treant).
If another PC has Knowledge (Legends) and they pool their accumulated knowledge, I'll give them a +2 modifier to their roll.
3) So now maybe they want to consult a wise, old Treant about the Dragon. So the "Ranger" (Fighter/Avenger) again has Knowledge (Legends) but also has Nature Lore (Forest; which is only about common plants and animals in the region generally). Seems reasonable that Nature Lore (Forest) might help Knowledge (Legends) in locating a wise, old Treant in the forest region around the Dragon's mountain redoubt.
I'll have them test Int +2. If successful, they won't spend all the time procedurally hexcrawling through all the hexes of the forest. I'll look at my hexmap. Order of operations would be (i) is there a Treant keyed to this hex? If so, (ii) give them the hex. (iii) If no Treant keyed, look at the Encounter Tables. If Treant is one of the 8 entries, (iv) I'll give them the hex. (v) If no Treant but Unusual is one of the 8 entries (with Treant being 1 of the 12), I'll give them the hex(es).
If no Treant and no Unusual (odds of this are remote but possible), (vi) then "sorry about your luck...no Treants."
4) Now we carry out all of the typical hexcrawl procedures for each of the 24 mile hexes (that is what I've used because I've always liked the way it maps to Travel Modes and modifiers to Travel and I just like that scale). If the Encounter Tables had Treant, then we'll do Hexcrawl procedures within that Hex until (a) their Tracking (which I would put at -2 because they're Rare creatures and don't move a ton) "hits" that day or (b) Daytime Wandering Monster "hits" and "hits Treant" or (c) Nighttime Wandering Monster "hits" and "hits Treant". If its just Unusual, then I'll put the Tracking at -6 (due to it its extreme rarity in 1/8 and then 1/12) and same deal as above. So we'll follow Hexcrawl procedures until we "hit Treant."
5) We hit Treant.
30 ft encounter distance.
"Ranger" casts Speak with Plants (because they don't speak the slow and difficult tongue of Treants; they don't have the language).
Typically, its time for Monster Reaction Roll. But the Ranger has chosen Treants because (a) they're wise and old and (b) they're automatically friendly with forest creatures and forest defenders. This character is a 21s level "Ranger" with forest-friend bonafides so we go straight to "Friendly." It is absolutely willing to help.
So they've tracked the Treant > its friendly > they've casted Speak With Plants. They want to find out if there is a secret entrance to the Dragon's lair that the Dragon isn't aware about so they can circumvent the typical Encounter Distance (which gives the Dragon a huge advantage) and surprise it to put the Encounter Distance at a mere 1d4 x 10' w/ the Dragon not noticing the party until half that distance.
Big advantage for the PCs and tough to know so I'll test the Treant's Int -2.
However, the Treant can animate other trees around it to help. So, I'll give it +2 for the help from the ancient trees around it.
Maybe if that is successful, they'll ask the Treant if they know when the creature is active and when it sleeps. If successful, that would circumvent the base % Chance to Be Asleep and let them go straight up to it and get a round of attacks with +2 to hit! That would be a massive advantage for the PCs and seriously difficult stuff to know so I'll test the Treant's Int -6.
6) After all of these procedures/play, we'll hexcrawl toward the Dragon's lair armed with information (or not) that will change the gamestate and play procedures once we get to the hex.
Aaaaaaaaaaaaaaaaaaaaaaaaand done. Standard Gamism via RC’s engine and play procedures.
That isn't 5e D&D.
That isn't 4e D&D (which would be a Story Now heavy, Gamism light Skill Challenge where we consult map, set goal/stakes/complexity/level and resolve snowballing fiction/gamestate based on procedures/principles).
Both of those would involve extremely different play (and extremely different play from each other).