Question about local Knowledge

Every character in Conan gets a Knowledge (local) skill to represent the character's background knowledge growing up in the area he's lived in.

My question is: How vast should this knowledge be?

For example, my PCs will be from Arenjun in Zamora.

So...

Should their skill be Knowledge (Arenjun)? Or, is that too limited?

Should they be given Knowldge (Zamora)? Or, maybe that's too wide?



I guess it will depend on the character's background and maybe character level. A 1st level thief who's hardly ever left Arenjun would go for the first, while a Borderer, who's traveled the length of Zamora would be the second.

What do you default to in your games?
 
You could make it Knowledge (Local: Zamora), and have the DCs increase in accordance to distance from Arenjun. That is, the further from Arenjun -- in this case the character's "center" of knowledge -- the more difficult is becomes to recall a particular fact.

For example, any Local Knowledge checks made in, or perhaps within 10-15 miles of Arenjun, might be at a base DC of 15. However, if the character was going to use this skill to recall a fact in, say, Shadizar, then the DC might be 20. Further north, where the Karpash Mountains meet the Kezankians, DCs could be as high as 25 or even 30.

Anyway, hope that helps a bit. It's pretty much the method I've used for a good while now with satisfactory results. =)
 
Cimmerian Bard said:
Anyway, hope that helps a bit. It's pretty much the method I've used for a good while now with satisfactory results. =)

Yes, I like it. Good call. I think I'll do it the same way.

I think the skill will be based on the character. A Borderer who travels will get Knowledge (Zamora), while a city thief who's spent the vast majority of his life in Arenjun, will get Knowledge (Arenjun).

The DC method you suggest is excellent. I'm going to use that.
 
I do what Cimmerian Bard does, you have Knowledge (Local)- Aquilonia (or whatever country). Since in 2nd ed. almost every race gets this local knowledge for free, it makes sense that this knowledge is for their homeland, not some strange and unknown land.
For example, I'm an Aquilonian. I have Knowledge (Local)- Aquilonia. I might know something about Gunderland, the Poitian region, the Westermark, etc. I probably don't know anything about Stygia or Vendhya.
 
Are you better off putting skill points in GATHER INFO or LOCL KNOWLEDGE, what's the diff if you are in the same locale?
Obviously beingin foreign port, Gather info is more useful, but what if you are a footpad in your own town?
 
Well from my point of view Gather information represent your character digging for information, while any knowledge (be Local, rumour or nobility) are thing character already know.

So the point is the more your character know thing the less he need to gather info.

Good point Cimmerian bard! i'll sure use that rule of thumb myself.

So would you apply knowledge local to every place the character have visited to as he goes up in level? i think that would make sense.
 
Knowledge local is random stuff that your character knows. Zingara lies south and west from Turan. This river flows five days ride before it reaches the sea. The captain of the guards in Numalis is Doran Kulm, a former soldier in a Bemedian militia.

Knowledge (Rumors) are things that may be true or false. Zingara has 1000 lost treasure hordes of various pirate kings along its shores. It is said that a great serpent lives in this river, so large it can eat a man whole in one bite. The captain of the guards in Numalis has a mistress who can help us sneak into the treasury.

Gather Information imparts knowledge to the PC in an obvious way. The DC gets harder if the information sought is more rare, or if the parties being asked are more tight-lipped. It would be use to help prove known rumors, such as confirming the 1000 treasures or the existance of a giant serpent in the river. It may also be use to discover the name of the guard captain's mistress.

Knowledge (local) is to discover if your character can recall information pertinent to the situation, and Gather Information is to discover what others might know. Rember, as a GM you can lie yor ass off. Just because Player A gets a good roll on Knowledge Local, doesn't mean what he knows is true. Likewise, rumors and information gathered in bars or on te streets may not be all that reliable, or it could be the gospel truth.

What a hgh PC roll means to me si that I feed them information that will move the story forward, and low rolls don't get them as much. So if a player rolls poorly on Knowledge, he may then have better luck when he has to go out and gather info.

In other words, if word on the street were "there's a strange creature in there with the head of an elephant who guards an emense treasure" that in real life we'd probaly look at the loon like the crazy nut-job he truly seems to be and go about our business. Someone else might suggest it's a mask, or that there's a demon up there, but with tentacles coming out of it's face. All could ne debated as true or false to different degrees, but which one drives the players to want to climb that wall and attemot to enter the tower is what the player gets fora successful high DV roll.
 
You've given me some food for thought.
Given the previous post, it would seem that knowledge (rumors) would indicate "old" rumors that have been out there for a while, the kind a PC may have simply overheard in a tavern or come across a while back.

Gather Info would be the gathering of new rumors, gossip, info, etc.

Knowledge (Geography) deals with where locations, nations, rivers are, etc.

Knowledge (Local) in my mind covers a "snapshot" of the kingdom you're in (for my game I have the PCs indicate which kingdom they have the knowledge for. If you're from Aquilonia, you know stuff about Aquilonia but not necessarily about Turan, Stygia, Vendhya, etc.; hence the differentiation in knowledges). It can be used to know the name of a Baron, current customs/laws, bounties/taxes, who the ruler is, is the country in a state of war, current events, etc.

Knowledge (Nobility) covers more detailed info on the nobles and political strucutre (includes family histories, fief histories/geography, etc.).

Knowledge (History) covers the history of a nation- be it 2 years old or 2,000 years old.

Thanks for the help on knowledge (rumors). I think that it would be used in conjunction with knowledge (local). If you don't have knowledge local then your knowledge (rumors) is probably useless in the beginning and on the other hand, if you have knowledge (local) for the area you're in then you've probably heard a rumor or two.

For example, if you just arrived to Zamora for the first time and know NOTHING of Zamora then you probably don't know any "old" rumors or gossip (Knowledge-Rumors) in the kingdom but with Gather Info you can track down and obtain those rumors.

On the flip side, if you're from Aquilonia and you have Knowledge (Local)- Aquilonia and Knowledge (Rumors) then you've probably been exposed to some rumors, gossip, ideas, etc. in the past AND if you're on the hunt for new rumors in Aquilonia, you can use Gather Info to get the "new stuff".
 
I forgot to state:
I have my players at character creation put the name of the home kingdom next to their knowledge (local). For example, someone from The Border Kingdom has 2 points in Knowledge (local)- The Border Kingdom.

Our game started out in The Border Kingdom and all of the players (not from The Border Kingdom) leaned heavily on him for his knowledge. When the group traveled to other countries (in particular their homelands) then the group would lean on those PCs.

To me it only makes sense that you would know the most about your homeland and less and less about faraway places.
 
decker423 said:
You've given me some food for thought.
Given the previous post, it would seem that knowledge (rumors) would indicate "old" rumors that have been out there for a while, the kind a PC may have simply overheard in a tavern or come across a while back.

Gather Info would be the gathering of new rumors, gossip, info, etc.

Knowledge (Geography) deals with where locations, nations, rivers are, etc.

Knowledge (Local) in my mind covers a "snapshot" of the kingdom you're in (for my game I have the PCs indicate which kingdom they have the knowledge for. If you're from Aquilonia, you know stuff about Aquilonia but not necessarily about Turan, Stygia, Vendhya, etc.; hence the differentiation in knowledges). It can be used to know the name of a Baron, current customs/laws, bounties/taxes, who the ruler is, is the country in a state of war, current events, etc.

Knowledge (Nobility) covers more detailed info on the nobles and political strucutre (includes family histories, fief histories/geography, etc.).

Knowledge (History) covers the history of a nation- be it 2 years old or 2,000 years old.

Thanks for the help on knowledge (rumors). I think that it would be used in conjunction with knowledge (local). If you don't have knowledge local then your knowledge (rumors) is probably useless in the beginning and on the other hand, if you have knowledge (local) for the area you're in then you've probably heard a rumor or two.

For example, if you just arrived to Zamora for the first time and know NOTHING of Zamora then you probably don't know any "old" rumors or gossip (Knowledge-Rumors) in the kingdom but with Gather Info you can track down and obtain those rumors.

On the flip side, if you're from Aquilonia and you have Knowledge (Local)- Aquilonia and Knowledge (Rumors) then you've probably been exposed to some rumors, gossip, ideas, etc. in the past AND if you're on the hunt for new rumors in Aquilonia, you can use Gather Info to get the "new stuff".

It's more like this:
Knowledge (rumors) would indicate knowledge of rumors that can be neitrher confirmed or denied by evidence at hand, but which the chatacter has heard. Personally, a rumor I might know is that there's a huge creature living in the deapths of Loch Ness. Everyone else has heard of this, I'm sure, and maybe since I know of this rumor, I can use it to my advantage.

Gather Info would be the gathering of new gossip, info, etc., but the key point is that these are fact, and based on irrefutable evidence. Now, through the use of a gather info chack that doesn't roll so well, I might tell the player in question that "the guard tells you of some rumors he's heard that the prince keeps a goat as a lover." It's important, however, to not allow this skill roll to be a "freebie" to progressing the adventure, but instead a tool to keep the players thinking on thier own. GI should NEVER get them precisely the information that they need, but rather information that is factual, and possibly useful. I can be use to confirm rumors that the chartacter may know of (see above).

Knowledge (Geography) deals with where landscape locations, rivers, caves, what type of environment one can expect by travelling north, what land features denote political boundaries, etc. This is exclusively about landscape, and could be useful in planning overland routes or large scale battles. It's a good on to have for a Borderer or Noman, and for the synergy bonus to Nobility or History, perhaps.

Knowledge (Local) pertains to basic facts about the world, but this can also pertain to legends and politics. Aquilonia is the largest country and is ruled by King Conan. Theft is dealt with harshly in Brythunian, but its an assured death sentance in Zamora. Birds typically fly south inthe winter and north in the summer. It's probabyl a four day ride to the next town, but is both safer and longer if cutting through the forest. Ghouls feast on the flesh of the living.

Knowledge (Nobility) covers more detailed info on the nobles and political strucutre (includes family histories and lineages, heraldry,family trees, mottoes, etc.).

Knowledge (History) covers knowledge of history. This is very broad, and it could be rumor or legend that is being recalled, but mostly this deals with the facts of wars, personalities, city foundings, who's burried in a tomb the group just came across and his tales, etc.

Now, obviopusly you example of Knowledge Rumors is not quuite correct, based on the simple fact that I've never been to Scotland, yet I know of the rumor of the Loch Ness Monster.

Knowledge local may let me know that the Loch Ness legend is just that, a legend. Knowledge history would clue me into the origins of the legend and who the people were who started telling the legend and what it may be based on. Knowledge Geography would allow me to recall information pertaining to the deapth of the Loch, and wher such a creature might live in such an environment. It would also let me know that there are no rivers large enough for such a creature to leave the Loch for miles. Knowledge nature would confirm that such a large creature woul dneed to leave, because the food sources it would require simply aren't in the Loch, and its legendary size would require lots of fresh fish. Knowlege rumors would clue me into whether people or livestock have been known to go missing in the area around the Loch, confirmed by my knowledge history. This might lead me to a nearby castle which has a noble lineage that has resided within it for the full duration of the Loch Ness Monster legends, but mysteriously, no further back...

I just came up with an adventure hook using only the Knowledges that have been discussed, but it's up to the players to have equipped their characters with the right combo of these skills. It's the GMs job to dish out just the right bits of information for the appropriate skill check and not handing out the lineage of the noble family on the roll off of Knowledge Rumors.
 
[/quote]

Gather Info would be the gathering of new gossip, info, etc., but the key point is that these are fact, and based on irrefutable evidence. ... It's important, however, to not allow this skill roll to be a "freebie" to progressing the adventure, but instead a tool to keep the players thinking on thier own.[/quote]

I respectfully disagree on the first half of the above statement. Gather Info is not a verifier of the truth or even a guaranteed method of obtaining "truth". You're trying to find something out or at the least "fishing" around for new info (new to town, trying to find out what's going on or what's up).
Someone tells you something. They may think it's true, believe it's true but it may not be true. Look in real life, several people can be at the same incident and have different takes/opinions on that very incident. I've seen it happen, they have their own point of view.

Now, what if you "work" a pub looking for info (that's an example from my definition of gathering info). Someone tells you he's heard that there's a cave or some lost fortress or whatever. He may be 1) telling the truth- as he knows it, 2) not telling the truth as he knows it (Sense Motive is used to determine if someone is lying or hiding something, leaving something out, etc.), 3) passing on some piece of info that he heard in passing and hasn't personally confirmed (therefore true OR not true), 4) be pulling a prank on a stranger/friend, 5) may be drunk and not in full control of his mind/mouth.

I can't say that any gather info/knowledge (rumors) or even knowledge (history) can be a guaranteeor or validator of "the truth".


I agree with you totally in saying that skill rolls should never supersede players thinking for themselves.

My two cents.
 
Well, I meant with the first part to indicate that Gather digs up verifiable facts as opposed to fabricated rumors, and with the second part I mean that those verifiable facts...mmm...may still need more verification? (hehe)

Better put, it can be said that Gather Info yeilds irrefutable facts, from a certain point of view.

Rumors would be stories that can't be verified by gatering facts. Rumors have to be belived to be true, otherwise they are not rumors...abd are facts.

In essence, this skills are mostly an excercise in semantics, and can be a liscence to really play with the players' heads. Don't get abusive, however. Just be consistent.
 
I just happened to look into the 2nd ed. handbook. P. 107, Skills chapter, under gather info there's an example for "find out about a specific rumor...".

Here's the INTERESTING part (something I have totally overlooked), if you have 5 or more ranks in Knowledge (Rumors) you get a +2 synergy bonus on your Gather Information Rolls.

If you look at the examples of Knowledge Rumors, it seems that a bit of all of the knowledges are represented by it.

From the greyed box on P. 109 under Knowledges (specifically dealing with Knowledge-Rumors) it states that this knowledge is basically a way for the GM to pass on hints to players. Sort of like the "idea/hint roll" in the old Cthulhu system.
 
Yes, but it could just as easily be a false lead. Remember that rumors are really just made up scenarios based on partial facts. Gathering information is about the facts, and those facts can then determine if aspects of a rumor are true or false. Simply following a rumor will usually lead you in the wrong direction unless you can determine the facts which spawned the rumor in the first place.
 
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