The instance that made me think the procedure up wasn't actually a knowledge check, but rather someone following a party member. There's no real benefit to them not knowing they are being followed, and the "roll with no obvious cause" isn't something I'm a fan of. So I call for a roll at a DC set by the stealthiness of the follower and on a fail the character 'has a feeling' that they are being followed, but no specifics. On a close fail maybe they catch a glimpse, On a pass they get some concrete description. In this case part of the rationale is that professional adventurers have a base level of situational awareness and don't like being snuck up on.Boy I would struggle with improvising that in the moment, if the players ask me about something unexpected.
Good thing players never do anything unexpected, I guess. :-/
The point is that in any event the player gets a piece of information that they can act on and things keep moving forward.
On the knowledge check side it's very much driven to begin with by the character in question. If they have a background that applies (this is Shadowdark, so no skills) then I'm happy for them to get at least a sense of what those runes mean, or a vague memory about thing Y (or whatever). A character with no applicable background will just get a pass/fail check and probably with a high DC. For the character with a background that applies I'll set the DC based on how obscure the information is and the results on on close they came to success, or on a success they just get the information.
Part of the point here is that with a little bit of information the party has some direction if they want to learn more. They can go to a library to research, or find an expert, or whatever. In both instances I'm essentially adding some fail forward momentum to the binary pass/fail system.







