Kichwas
Half-breed
Most tRPGs have something of a knowledge skill system. Use that. This is a dual failing when this problem happens.What I want to dig into is the idea of what the PC is assumed to know based on their class and race and background and skillset and whatever, versus what the player THINKS the PC should know, and how those thinsg interact at the table.
What's your take? Do you expect the GM to inform the player when they are making a bad plan that differs from what the GM expects the PC to know? Or should the GM adjust to fit what the player believes their character should know to be a solid plan?
GMs should call for or make knowledge checks when there is a 'right way' to do a given X. If that fails, a player should remember to say "Can I make a check against 'Knows XYZ' to see if I recall anything on how to handle this situation?
- then give appropriate clues for the level of success or failure on that.
Systems without that level of granularity require ad-hoc rulings to the same basic point.
GM should offer up "here you are, trying to figure out XYZ, you can rush through it or take a moment to think it through." If the player opts for 'think it through' the GM gives a clue based on that character's thus far provided background.
No "well, I'm deciding now that I was an apprentice in the grand school of XYZ. Have that clear before hand (I'm mostly a develop in play player, but not as a way to get around puzzle solving - but I am for pulling to backstory to see what kind of clue to give).
And again a player can also start this up BEFORE making the check or declaring the action they will take. "Hey, I was raised in ABC where there was an XYZ academy. My character didn't go there, but is there a chance I picked up something that might help us here?" GM responds, then player decides what to do.