Knowledge skills that allow player worldbuilding.
Burning Wheel has a particular type of skill called wises that cover specific fields of knowledge. These knowledge skills can be used in the 'traditional' sense in that they can be tested to check if a PC knows things about a subject, which in essence prompts the GM to provide additional details about the particular subject.
Burning Wheel however, offers an alternative way of using knowledge skills, which is the ability for players to make a statement about the setting, then test the skill to check the accuracy of said statement. If the roll succeeds then the statement made is factually correct. If the roll fails then the statement is incorrect in some way, though it is implied that the original intent of the statement be preserved.
An example:
The PCs are traveling in the Stormlands. During a scene one of the players states that there is a Wizard's Tower in a nearby forest. The player then tests their PCs Stormlands-wise skill. If the roll succeeds then there is indeed a Wizard's Tower in a nearby forest. If the roll fails, then the Wizard's Tower isn't in the nearby forest, but in the hills beyond the forest, requiring the PCs to travel farther to reach it. Or the Wizard's Tower isn't a Tower, but is instead a Hidden Grotto, requiring the PCs to search for it. Either way, the intent of finding the residence of a wizard is preserved, but the particulars of the circumstances surrounding the residence are flawed.
Ever since I first read this particular methodology for using knowledge skills I have ported it over to every single TTRPG campaign I have ever ran. I think it is the most perfect way to utilize knowledge skills as it allows players to add tidbits of lore to the setting and removes some of the strain on the GM to constantly create setting lore. It's definitely something I think should be standard practice in every TTRPG.