Rolling for information
No worries blood.
Incidentally my policy is that you can always try to "roll for information".
[sblock=Why?]I've played in too many games were people sit around for six hours because the DM thinks something is "totally obvious" and that "if you just thought about it you'll figure it out".
Actually, I usually quit those games.
But I've had friends who stuck with it and got to hear for hours and hours later about how they spent hours and hours trapped in the mansion in the snowstorm dealing with the monster-that-was-immune-to-all-damage except from one "obvious" source.
[/sblock]
So Archer can roll Enigmas to try to figure stuff out, Beth can make rolls to try to dredge up blocked memories, etc etc.
There are some other points
- Skills -- it helps a lot of have a few dots in the relevant skill otherwise you can get a dramatic failure.
- failure -- Generally speaking you'll get a null answer (you don't know, you'll need to think about it more, you're not sure, nothing comes to mind). But if you're rolling, and you haven't got any skill dots you can get a dramatic failure. If so I'll feed you some line of BS and you'll have to play it out like you believe it.
- I won't make people roll chance dice (and risk dramatic failure) unless you haven't got the skill.
- It's going to be inefficient. It'll almost always be faster to go out and do some actual investigation/research. But if you're totally stumped, and/or your character has a few hours to just sit around and try to think you make an attempt
- There are logical limits to what you can deduce. For ex: when Biggs thought that he'd never been embraced it would have been impossible to deduce that he'd been sired or by whom. Die rolling couldn't give a definitive answer. Ditto things like Beth trying to "figure out" where her sire is now. She doesn't have any sort of information that would lead her finding out.
Generally speaking, if you have an idea already about what it is, it'll be easier to just say "I think it's this, does my character?"
If it's real world info you'll almost never have a problem with me; provided it's not going to change the game in some sort of significant way. (Insisting "anyone can make napalm from common cleaning supplies" or "everyone knows that you can buy explosive rounds in target").
If it's game world info (i.e. something from a published White Wolf book) then I think it depends. Its probably pretty obvious but...
1. If it's happened in your back story then you definitely know it. (Archer's been blood bound, he'll know a lot about it, even if he doesn't know all the fancy names)
2. If it's almost certainly never happened in your back story then you probably don't know it. (Archer's never met the VII or had a chance to really research or learn about them. So he doesn't know anything substantial about them.)
If he wants to know then he'll have to roll (and suffer penalties if I think he's trying to know something that would be difficult). If you make the roll. You'll get it. Even if I need to make up some
cockamamie flashback (like I did here for Archer) as to why. (See also Biggs and Lupines).
3. Everything else is permutations of the above.