How do I handle PCs having "knowledge" of how a magic item works?
In a Dungeon World campaign I have recently had a magic item be part of some loot for my party, but I wasn’t sure how to handle how the whole party would “know” how the item worked. The Rulebook doesn’t mention this from what I can see. For reference, when the party found the item, I had them randomly roll and they got the “Flask of Breath”
From my GMing objectives I would prefer it if all players could partake in knowing and using any magic items like this, because it would be a cool bit of fictional problem solving and adds an interesting element. However, I went into this somewhat naively because I prefaced the find with “wizard, you recognise this flask as the Flask of Breath”, but then the wizard wanted to keep its identity, value and uses hidden because he was “worried the Thief in the party would try and steal it.” and he played it off as “This is an interesting flask, I’ll have to study it”. No faults from the player there of course, it was lore-accurate RP for his character.
The options I can see are:
*The magic item isn’t unique and so the PCs would know that it is A, rather than The Flask of Breath
Or the magic item is unique and:
*Well known enough that each PC would have heard of it *Only PCs with magical backgrounds would know about it *No PCs know how it works and would have to experiment with it/detect magic/take it to a learned NPC/spout lore to do so. *The instructions are on the magic item themselves, inscribed as runes or something *I set the item in fiction, describing its properties as it is discovered *Simply break the fourth wall
I want the item to be unique to add interest and loss-tension to any interactions with it so the first option is out, but I’m not sure how to (fiction first) deal with the other options:
- Every PC has heard of it
There would be a myriad of magic items in this universe, it seems unlikely that every PC would happen to know about a particular item and exactly how it works.
- Only PCs with magical backgrounds would have heard of it
This allows for inter-party information disparity which I want to avoid
- No PCs know how it works and would have to experiment with it/detect magic/take it to a learned NPC/spout lore to do so.
Each PC could have a sense that the item is magical. The problem I can see with this is, the party might not experiment fully, or are too afraid to experiment in case the item is evil, or far worse if the party experiments with an item with a fixed number of uses and inadvertently uses it up. If someone spouts lore about the item then would they then be able to ask to keep the result secret?
- The instructions are on the magic item themselves, inscribed as runes or something else
How would uneducated PCs be able to read it? And if it was in common tongue, that sounds pretty unrealistic
- I set the item in fiction, describing its properties as it is discovered
This might work for more obvious items like the Flask of Breath, but what about items with more subtle effects, like the Cloak of Silent Stars
- Simply break the fourth wall
Sounds like a cop out leading to lack of immersion
GMs how do you handle this?