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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Maxperson" data-source="post: 7583235" data-attributes="member: 23751"><p>Because it makes sense to do it that way. </p><p></p><p></p><p></p><p>If the PCs find an obscure religious symbol in a ruin, make a religion check to know what it is. If they are wanting to know about the history of a town, make a history roll to know what it is. If they want to know what a plant does, make a nature check to know what it does. Contrary to your statement above, in-game considerations are pretty much all that there is. If I can't tie the information to something in game for the PC, the answer is going to be no, as there will be nothing in the PCs background, game experiences, skills, etc. that would give the PC a reasonable chance to know the information.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7583235, member: 23751"] Because it makes sense to do it that way. If the PCs find an obscure religious symbol in a ruin, make a religion check to know what it is. If they are wanting to know about the history of a town, make a history roll to know what it is. If they want to know what a plant does, make a nature check to know what it does. Contrary to your statement above, in-game considerations are pretty much all that there is. If I can't tie the information to something in game for the PC, the answer is going to be no, as there will be nothing in the PCs background, game experiences, skills, etc. that would give the PC a reasonable chance to know the information. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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