Mon 19 Feb 2024, 15:17
My recommendation would be "somewhere in the middle" of your ideas.
Ultimately, to satisfy the "explorers" in the party - *every* fact and secret should be discoverable through game play.
But, the more players start with, the less "fog of war" the guide has to work with to create mystery and puzzles to solve.
Something I have been looking at for published adventures, but have not found a good one-size-fits-all fix is this:
For each piece of info in the adventure including all that "GM only" backstory... how can the players find it out through the game.
All those facts and story pieces are *treasure* and if you treat it like such, then it might be simpler to decide what can be just given and what must be earned.
Another perspective I've found helps sort some of it out is - what does someone who grew up there know, compared to someone who comes in from the outside?
What is the "locals only" info?
These can be pinned to the map where the are "local" - and everyone / everywhere else on the map does not know.
An example of this is language or pronunciation of something. Locals who grow up there know a place is called X.
Someone reading from a map, who doesn't know the local pronunciation may say it "differently" marking them as an outside.
On your rumor tracker, you can try marking some rumors/secrets as:
* Only specific NPCs know with a list of NPCs
* Only this group knows with a list of the groups (miners might know, but merchants have no clue)
* Everybody knows ... these are the ones the players should start with.
Everyone knows when the moon changes phases, or the seasons.
Only a single mage knows that on this season with this phase of the moon a certain spell can be cast.
I know this is kind of general and vague - but hopefully it helps as you read down through the material
We live, as we dream -- alone. ~ Joseph Conrad