My favorite way to lay down rumors is when I make the rumor into an actual event. They don't just hear that people are fleeing from Zhentil Keep because goblinoids are massing up in a siege. A large caravan of fleeing families stops in the town for the night in the process of fleeing Zhentil Keep and talk about it. They are drawn into the rumor because there is a large caravan and suddenly the inn is extremely busy. It looks like an event and they can interact with it, but that _is_ the rumor.... If you disguise the rumors as events and have them come up spontaneously and naturally in a conversation, they fold seamlessly into the story. It's great, because if you do it just right, the player is the one that asks the questions that lets you tell the rumor. They ask the innkeeper, "What's with all these people? Where is the caravan from?" etc. ect. You aren't _telling_ them the rumor, you are _responding_ with the rumor.
I like to use what I call the "3 - 2 - none" rule when laying out rumours. When the campaign starts, there will be 3 (ish) rumours to learn about. They pick one and go off to investigate. When they get back, the other two are still there. Maybe some minor advancement has happened but it's basically the same two problems. They pick another and go off. When they get back from the second rumour, the third one is no longer there. A different party of adventurers took care of it, or the problem has progressed to the point where it's now something else (maybe multiple new problems extending from the first one being left to run ragged.) This is, of course, in addition to any hooks they may have found while out on the first two rumours, so there's always a bunch of stuff in the mix. The fact that some rumours solve themselves or evolve into new problems really helps to make it feel like the world is alive around the players, IMO.
Excellent way forward. Another nice one if you are going more DICE IS GOD method, somewhat inspired by ICRPG, is offering 1d4 rumours and removing 1d2 after each investigation. They will quickly have to learn what is the most profitable and promising direction every time.
For my games, acquiring rumors is simple: at the start of each session that begins in an urban area, the PCs hear at least one rumor each. PCs with higher charisma scores may hear more. From there, PCs can pursue/ignore rumors as they see fit.
Recently, I made a DCC funnel scenario. As the characters were to be villagers, I thought it would be odd to have them search for rumors; they are the people with the rumors to start! So I put the rumors on cards and handed those cards out to each character as the thing they knew or heard. This then gave them something to share with one another.
In campaigns where searching for rumours is down to process, the PCs pretty much start with a rumour each as well. Like how buying food can become such a quick procedure that it just happens. Taking extra effort might yield more. Or they can ask about specific things.
Ever heard of Judges Guild? All three of the City States have some wide ranging rumor charts. I find rumors to be great vehicles for offer the players a range of options to explore or to see possibilities, mostly in urban settings. In my last PBP on DnD beyond (before I quit using the platform), I used town criers, random posts for those who could read, gossipping people at the local markets, even the occasional arguments between random seeming citizens. Sandboxes lend themselves to the rumor mill.
Some early versions of City-state have rumours tied to locations. Asking around in a specific shop or bar will give a certain rumour, and to find more you need to bar-crawl around. The regulars at the wine shop Baldr runs incognito are not going to learn new rumours the next week. Twilight 2000 had location rumours. To get some rumour tables you had to travel around the map. HUMINT is mostly gathered by getting out there and speaking with polish peasants all around the place. Not waiting around in Krakow.
@@SusCalvin There were some general rumors in a lot of the Twilight 2000 books if I remember right. I've got most of the 1st edition. Same with Tarantis, City State's of both the World Emperor and World Overlord I believe. Tarantis rumor table located on page 25 (looking at it now). Even lets the GM know if their True, False, or Partly True (P) 8. A great Cyclops guards a fabulous treasure in the HIlls of Filthenor. (F) 12. An aged Cleric on Taphos Isle desires companions for a long journey. (P) 18. A pirate stronghold is located 75 miles northwest of Tarantis on the Isles of the Wolf-Liege. (T) Just pulled Allegheny Uprising to refresh my memory. Page 33 has a list of Rumors. Some are site sensitive; others can be random, if I'm remembering right. Been a few years since I ran a 2K campaign for anyone. Rumor E: "Something big is in the wind. The White Death is planning to move east with every man he can muster!" Rumor M: "There are caves all over through the mountains. What's that one...Juray? No...Laurel...Laurel Caverns. That'd make a great place to hide out from marauders." etc. Yep, love me some rumors, heh.
Great suggestions about who might know certain kinds of rumours (thieves guild, weaponsmith/suppliers, stables, etc). And love the idea of giving each starting PC their own rumour off the bat.
Make rumors which the party might know are not true, Porcupines can shoot their quills up to 15'. Rumors which the party already knows are true, and That nearby cave has goblins in it. (last session's fight) Rumors which the party wants to be true. The demon can be defeated with the word "Calabash".
A community of Gnomes used to live in the woods to the north but were wiped out by a curse. (The cursed Gnomes are still there trying to survive a curse similar to lycanthropy, but instead of rats or wolves, are transforming into Goblins and Kobolds).
Professionally filmed, useful and helpful insight highly relevant to the topic of the video, I love this content. I cannot for the life of me understand why there are dislikes on this video.
I’m a new DM (been running a game for almost 2 years) and I just wanted to thank you for sharing your wisdom, it’s so valuable to me and I have grown so much as a DM with your guidance!
Been on a binge with your videos again. I think it’s crazy you don’t have more subscribers. I don’t play D&D anymore I switched to Pathfinder 2E but almost everything you say can be put in any campaign it’s incredible. I love your style of gaming and thanks for doing what you do.
My favorite use of rumor tables is for one shots. Each player gets a rumor before we start and it gives them something to RP with and to seek out in play. They always end up revealing them to each other as well, always plays well!
An adapted version of this is get each player to write down a rumours (equal to other players) that could exist about their character (could be true or not). Then these rumours are spread out so each player knows one rumour about each character. Gives good opportunity for inter party role play early on.
For rumours, keep a few things in mind. 1) Rumours spread where people gather. This doesn't just mean taverns, inns and cantinas, but markets, universities, workshops, caravans, etc. If you want to spread rumours, think of where the most people gather in any settlement you work on ^^ A farming community probably has the weekly market and its fields as The Rumourmill(tm), while in a fortress rumours probably spread in the messhall or armoury. 2) The more times a rumour is re-told, the more distorted it gets. I'm sure we've all played that game when we were kids up to the '90s and early 2000s xD So, go wild! 3) Rumours tell of their spreaders. Count McDukeface may find quaintly pedestrian that people in Anslund got their nickers in a bunch over Katavian troop movements, and therefore may not be a reputable source about them, but the same people of Anslund may be *very* worried about them because they live on the Katavian border and, therefore, be a much sharper sources of rumours on the topic. Bonus thing! The next time you're running a session in the wilds, have the group find a bunch of knights camped near the road, playing music and roasting boar. They're in good spirits and welcome the group to their camp, where they can share rumours of their quests, the local nobility they're trying to escape the boredom of, hedge mages and swordmasters.
Older Shadowrun used a contacts system where each PC would have a number of specific contacts. Each adventure has a set of rumour tables your contacts can roll on if appropriate. If you know a corp-watch blogger you can roll on the "Biotechnica" table if you ask about their part in a job. A cop or mafia contact opens the "Seattle korean mob" table. Then you make a roll and test how knowledgable the contact is. Adventures woud have a small table with increasing depth of information for different people and events and places in that adventure if you ask about "Universal Brotherhood" or "Thomas Iron Shirt". Of course you can ask around more but your contacts are free, trusted sources you effectively tap for free.
My favorite rumor delivery mechanism was to put the rumors on slips of paper and then throw them in a bag. When players caroused, they would pull some number of them out. I'd randomly pull a few out between sesaions and add a few in. I like that it struck a balance between mixing old and new. And players never felt like I was trying to steer them in any particular direction.
I really like your idea on giving the players a rumor that they can share with the players and follow-up on if they want to. Like you said, its a great way to get the party started on adventuring or at the very least, interested in the area. I will implement this into my upcoming campaign. I use rumors in two ways, truthful in which the rumors are true, and misleading, these rumors are skewed to the person telling it's perspective. An example would be a guard telling the players not to enter Cheapside because its' dangerous. From the guards perspective it is, but a player might feel at home there. Anyways thanks for that nugget of wisdom, it will find use in my campaign.
A similar idea but different outcome is get players to come up with some rumours about their character (mix of true and false) and then share them out so all the characters have heard a rumour about each other character. Gives something for characters to talk about amongst themselves.
@@jamesrizza2640 I can’t take credit for the idea, I saw it on another RUclipsrs video (unfortunately forgotten who, I think they make shorts rather then longer videos) and it just really stuck with me.
My universal system for rumours is to randomise something within the area I want to discuss, make a reaction roll, then describe that thing from that perspective eg. magic well × hostile ≈ there's a pool in that dungeon which they say is the only place you can drown a dryad
I also like to leave ominous clues that don’t all add up until a major event explains them. However, I try to keep it to 2 or 3 so the players don’t forget them. Recently I dropped a clue that the citizens were complaining about the warm and humid weather. It isn’t normal so they mention it in passing out of annoyance.
Rumors = Overheard Stories = NPC passing conversations Legends = Earned information Superstitious = talk of the world Hearsay = opinions / wedge issues Warnings = Fear or boogie man Wish = opinions of desired outcomes
@@SusCalvin pertty much as any rp game. A person overhears an converstation between people dicussing events, "Yeah and I hear than they are egg sized ( gemstones ) there in the Driff."
@@JohnStrain-eu6eu I mean how are they generated and found. Adventures can start by just giving the players a bundle of information right away for free.
@@SusCalvin rumours. Are specfic designed to (a) inpart information, tease and inform, (b) warn of dangers, that might kilk off the party. It is not Libary Data, which is pure information. A rumour can be 100% true or 100% false.
the water sirens by the nearby coast. Just last week Bad Bart fellow overboard in these self same waters. Never saw him again, and I swear I saw them sirens singing in the distance.
@@jamesrizza2640 Tis true enough, and that ruined tower at the point, I hear tell thar be a ghostly figure what wails into the night as a ship sails past. At least that is what I heared.
Quest-givers are only the beginning! If NPCs will tell you where the treasure is for the price of a drink, their next drink might come from the tax collector at the far end of the bar when they tell him where you’re going.
Hmm, I'd say this is some Second Hand News but you've chosen to Go Your Own Way with this one. Another way of delivering rumours could be via a carrier pigeon, raven or Songbird. Don't Stop making greats vids, but as an aside, I Don't Want to Know how You Make Loving Fun - Yes, I have some weird Dreams :)
Yep, that is the way I use rumours too but I also mix news. But which news are rumours? As I play open landscape so called adventures only happen when players follow their goals or find that a rumour/news is interesting enough. Well, I find it really strange that some rumours/news happen to have a connection with one or even several players goals. Strange indeed, isn't it?
It takes years to train players to be able to follow rumors, then they move away, and you have to start training a whole new batch of people. Player characters are like school kids, where the teacher gives them notes on the board, maybe gives them a handout with all the answers to the test, and makes the test open notebook and half of the kids still flunk the test!
Some yes, but not too many. You want your players to trust the rumours enough that they will follow up on them, even if thy suspect it may not be entirely true. If they start to suspect that too many rumours are just bullshit, they'll stop following up on them without concrete evidence, and then the game just runs out of steam eventually.
Yeah, having people systematically lie to the adventurers would just teach them not to listen to rumours. Townies an misunderstand a situation and give a partially correct interpretation. They can unknowingly spread false rumours others have planted.
My favorite way to lay down rumors is when I make the rumor into an actual event. They don't just hear that people are fleeing from Zhentil Keep because goblinoids are massing up in a siege. A large caravan of fleeing families stops in the town for the night in the process of fleeing Zhentil Keep and talk about it. They are drawn into the rumor because there is a large caravan and suddenly the inn is extremely busy. It looks like an event and they can interact with it, but that _is_ the rumor....
If you disguise the rumors as events and have them come up spontaneously and naturally in a conversation, they fold seamlessly into the story. It's great, because if you do it just right, the player is the one that asks the questions that lets you tell the rumor. They ask the innkeeper, "What's with all these people? Where is the caravan from?" etc. ect. You aren't _telling_ them the rumor, you are _responding_ with the rumor.
that's actually a very clever idea. Thanks for sharing it.
I like to use what I call the "3 - 2 - none" rule when laying out rumours. When the campaign starts, there will be 3 (ish) rumours to learn about. They pick one and go off to investigate. When they get back, the other two are still there. Maybe some minor advancement has happened but it's basically the same two problems. They pick another and go off. When they get back from the second rumour, the third one is no longer there. A different party of adventurers took care of it, or the problem has progressed to the point where it's now something else (maybe multiple new problems extending from the first one being left to run ragged.) This is, of course, in addition to any hooks they may have found while out on the first two rumours, so there's always a bunch of stuff in the mix.
The fact that some rumours solve themselves or evolve into new problems really helps to make it feel like the world is alive around the players, IMO.
Excellent way forward.
Another nice one if you are going more DICE IS GOD method, somewhat inspired by ICRPG, is offering 1d4 rumours and removing 1d2 after each investigation. They will quickly have to learn what is the most profitable and promising direction every time.
Cool
Rumours they heard earlier do not disappear. Circumstances might just change over time.
@@SusCalvin And lower value to be earned or might increase the value reward, up to Ref/GM.
do you adlib this as the campaign progresses. I tend to use a campaign calendar. It's like my dairy for a campaign. I like your idea regardless.
Professor DM tells me "I Love ALL Bandit's Keep videos!" And I believe him.
Thank You!
For my games, acquiring rumors is simple: at the start of each session that begins in an urban area, the PCs hear at least one rumor each. PCs with higher charisma scores may hear more. From there, PCs can pursue/ignore rumors as they see fit.
Cool
Recently, I made a DCC funnel scenario. As the characters were to be villagers, I thought it would be odd to have them search for rumors; they are the people with the rumors to start! So I put the rumors on cards and handed those cards out to each character as the thing they knew or heard. This then gave them something to share with one another.
Nice
In campaigns where searching for rumours is down to process, the PCs pretty much start with a rumour each as well. Like how buying food can become such a quick procedure that it just happens. Taking extra effort might yield more. Or they can ask about specific things.
Ever heard of Judges Guild? All three of the City States have some wide ranging rumor charts. I find rumors to be great vehicles for offer the players a range of options to explore or to see possibilities, mostly in urban settings. In my last PBP on DnD beyond (before I quit using the platform), I used town criers, random posts for those who could read, gossipping people at the local markets, even the occasional arguments between random seeming citizens. Sandboxes lend themselves to the rumor mill.
Some early versions of City-state have rumours tied to locations. Asking around in a specific shop or bar will give a certain rumour, and to find more you need to bar-crawl around. The regulars at the wine shop Baldr runs incognito are not going to learn new rumours the next week.
Twilight 2000 had location rumours. To get some rumour tables you had to travel around the map. HUMINT is mostly gathered by getting out there and speaking with polish peasants all around the place. Not waiting around in Krakow.
@@SusCalvin There were some general rumors in a lot of the Twilight 2000 books if I remember right. I've got most of the 1st edition. Same with Tarantis, City State's of both the World Emperor and World Overlord I believe.
Tarantis rumor table located on page 25 (looking at it now). Even lets the GM know if their True, False, or Partly True (P)
8. A great Cyclops guards a fabulous treasure in the HIlls of Filthenor. (F)
12. An aged Cleric on Taphos Isle desires companions for a long journey. (P)
18. A pirate stronghold is located 75 miles northwest of Tarantis on the Isles of the Wolf-Liege. (T)
Just pulled Allegheny Uprising to refresh my memory. Page 33 has a list of Rumors. Some are site sensitive; others can be random, if I'm remembering right. Been a few years since I ran a 2K campaign for anyone.
Rumor E: "Something big is in the wind. The White Death is planning to move east with every man he can muster!"
Rumor M: "There are caves all over through the mountains. What's that one...Juray? No...Laurel...Laurel Caverns. That'd make a great place to hide out from marauders."
etc.
Yep, love me some rumors, heh.
Cool. I never used any JG stuff, but have heard about it
Thanks for reading the transitions aloud. I'm usually painting minis and it's nice to know the transition is coming while I hunch over like a shrimp.
No problem - I’m trying to do that all the future videos - but may miss one here or there.
Thanks for your thoughts on this, it's always a slightly tricky question of how to get these things into the players' heads in a satisfying way
For sure
Great suggestions about who might know certain kinds of rumours (thieves guild, weaponsmith/suppliers, stables, etc). And love the idea of giving each starting PC their own rumour off the bat.
Thanks! I’ve found it works well with my groups
Make rumors which the party might know are not true, Porcupines can shoot their quills up to 15'.
Rumors which the party already knows are true, and That nearby cave has goblins in it. (last session's fight)
Rumors which the party wants to be true. The demon can be defeated with the word "Calabash".
I like that
A community of Gnomes used to live in the woods to the north but were wiped out by a curse. (The cursed Gnomes are still there trying to survive a curse similar to lycanthropy, but instead of rats or wolves, are transforming into Goblins and Kobolds).
The opposite is something I wanna do. Random animals are inflicted and then turn into gnomes on full moons.
Interesting
Why not have them cursed and turned into werehumans
I enjoy and learn something from Bandits Keep videos
Thank You!
Professionally filmed, useful and helpful insight highly relevant to the topic of the video, I love this content. I cannot for the life of me understand why there are dislikes on this video.
Thanks!
Jealousy, Envy and Ignorance.
I’m a new DM (been running a game for almost 2 years) and I just wanted to thank you for sharing your wisdom, it’s so valuable to me and I have grown so much as a DM with your guidance!
You are so welcome!
Been on a binge with your videos again. I think it’s crazy you don’t have more subscribers. I don’t play D&D anymore I switched to Pathfinder 2E but almost everything you say can be put in any campaign it’s incredible. I love your style of gaming and thanks for doing what you do.
Thanks!
My favorite use of rumor tables is for one shots. Each player gets a rumor before we start and it gives them something to RP with and to seek out in play. They always end up revealing them to each other as well, always plays well!
Nice
An adapted version of this is get each player to write down a rumours (equal to other players) that could exist about their character (could be true or not). Then these rumours are spread out so each player knows one rumour about each character. Gives good opportunity for inter party role play early on.
For rumours, keep a few things in mind.
1) Rumours spread where people gather. This doesn't just mean taverns, inns and cantinas, but markets, universities, workshops, caravans, etc. If you want to spread rumours, think of where the most people gather in any settlement you work on ^^
A farming community probably has the weekly market and its fields as The Rumourmill(tm), while in a fortress rumours probably spread in the messhall or armoury.
2) The more times a rumour is re-told, the more distorted it gets. I'm sure we've all played that game when we were kids up to the '90s and early 2000s xD So, go wild!
3) Rumours tell of their spreaders. Count McDukeface may find quaintly pedestrian that people in Anslund got their nickers in a bunch over Katavian troop movements, and therefore may not be a reputable source about them, but the same people of Anslund may be *very* worried about them because they live on the Katavian border and, therefore, be a much sharper sources of rumours on the topic.
Bonus thing!
The next time you're running a session in the wilds, have the group find a bunch of knights camped near the road, playing music and roasting boar. They're in good spirits and welcome the group to their camp, where they can share rumours of their quests, the local nobility they're trying to escape the boredom of, hedge mages and swordmasters.
Older Shadowrun used a contacts system where each PC would have a number of specific contacts. Each adventure has a set of rumour tables your contacts can roll on if appropriate. If you know a corp-watch blogger you can roll on the "Biotechnica" table if you ask about their part in a job. A cop or mafia contact opens the "Seattle korean mob" table. Then you make a roll and test how knowledgable the contact is. Adventures woud have a small table with increasing depth of information for different people and events and places in that adventure if you ask about "Universal Brotherhood" or "Thomas Iron Shirt". Of course you can ask around more but your contacts are free, trusted sources you effectively tap for free.
My favorite rumor delivery mechanism was to put the rumors on slips of paper and then throw them in a bag. When players caroused, they would pull some number of them out. I'd randomly pull a few out between sesaions and add a few in.
I like that it struck a balance between mixing old and new. And players never felt like I was trying to steer them in any particular direction.
I like that
I really like your idea on giving the players a rumor that they can share with the players and follow-up on if they want to. Like you said, its a great way to get the party started on adventuring or at the very least, interested in the area. I will implement this into my upcoming campaign. I use rumors in two ways, truthful in which the rumors are true, and misleading, these rumors are skewed to the person telling it's perspective. An example would be a guard telling the players not to enter Cheapside because its' dangerous. From the guards perspective it is, but a player might feel at home there. Anyways thanks for that nugget of wisdom, it will find use in my campaign.
A similar idea but different outcome is get players to come up with some rumours about their character (mix of true and false) and then share them out so all the characters have heard a rumour about each other character. Gives something for characters to talk about amongst themselves.
@@finlayames6216 That is actually a great idea. I have not thought of that before. Kudos on your ingenuity.
@@jamesrizza2640 I can’t take credit for the idea, I saw it on another RUclipsrs video (unfortunately forgotten who, I think they make shorts rather then longer videos) and it just really stuck with me.
My universal system for rumours is to randomise something within the area I want to discuss, make a reaction roll, then describe that thing from that perspective
eg. magic well × hostile ≈ there's a pool in that dungeon which they say is the only place you can drown a dryad
I like that
I also like to leave ominous clues that don’t all add up until a major event explains them. However, I try to keep it to 2 or 3 so the players don’t forget them. Recently I dropped a clue that the citizens were complaining about the warm and humid weather. It isn’t normal so they mention it in passing out of annoyance.
Nice
Good stuff!
Thank You!
Rumors = Overheard
Stories = NPC passing conversations
Legends = Earned information
Superstitious = talk of the world
Hearsay = opinions / wedge issues
Warnings = Fear or boogie man
Wish = opinions of desired outcomes
Indeed
@@BanditsKeep It was ten foot tall, feet of a chicken and a face of a duck, ..
the battle was intense, the sight legendary.
This can be used in any RPG system, orginally was used in Traveller as game starts "hooks".
For sure - Traveller is very interesting to me
How does Traveller rumours work?
@@SusCalvin pertty much as any rp game. A person overhears an converstation between people dicussing events, "Yeah and I hear than they are egg sized ( gemstones ) there in the Driff."
@@JohnStrain-eu6eu I mean how are they generated and found. Adventures can start by just giving the players a bundle of information right away for free.
@@SusCalvin rumours. Are specfic designed to (a) inpart information, tease and inform, (b) warn of dangers, that might kilk off the party. It is not Libary Data, which is pure information. A rumour can be 100% true or 100% false.
Sailing past the wild coast lands, the party overhears the ship's crew talking about...
I love it
the water sirens by the nearby coast. Just last week Bad Bart fellow overboard in these self same waters. Never saw him again, and I swear I saw them sirens singing in the distance.
@@jamesrizza2640 Tis true enough, and that ruined tower at the point, I hear tell thar be a ghostly figure what wails into the night as a ship sails past. At least that is what I heared.
making a sacrifice to pass the cursed reef. Any ships crew that does not sacrifice X is doomed to be smashed upon the rocks.
Thanks for the header narrations 😊
My pleasure - be forewarned I haven’t done it to every video, but plan on trying it from this point forward
@@BanditsKeep No worries! Keep up the great content!
I came from your Discord and saw this and wanted to see it right away! thanks Daniel!
Rumor has it, he uses a random table for rumors!
😊
Great advice and video as always Daniel!
Thank You!
Quest-givers are only the beginning! If NPCs will tell you where the treasure is for the price of a drink, their next drink might come from the tax collector at the far end of the bar when they tell him where you’re going.
Oh, yeah, another readon to depart quickly, sometimes in the nighttime:)
Ha ha, yes!
Another great video. Your channel is definetly my favourite D&D channel. Keep it going!
Thank You!
I've been wondering about this topic. Thanks for the video Daniel!
My pleasure!
Great ideas as always man something for me to think on
Thanks!
Great video as always 🎲
Thank You!
Great video
Thanks
wht a great advices! thx for the video!
Thank You!
Hmm, I'd say this is some Second Hand News but you've chosen to Go Your Own Way with this one. Another way of delivering rumours could be via a carrier pigeon, raven or Songbird.
Don't Stop making greats vids, but as an aside, I Don't Want to Know how You Make Loving Fun - Yes, I have some weird Dreams :)
I'm So Afraid that most of that was Over My Head, but Oh Daddy, In The Back Of My Mind I have this thing for the Seven Wonders.
You guys are slyer than a Night Ranger tracking Rumours in the Air.
Oh Well. Don't ask me what I think of you. I might not give the answer that you want me to.
Birds are always a source of rumors in my world
Yep, that is the way I use rumours too but I also mix news. But which news are rumours? As I play open landscape so called adventures only happen when players follow their goals or find that a rumour/news is interesting enough. Well, I find it really strange that some rumours/news happen to have a connection with one or even several players goals. Strange indeed, isn't it?
Ive been playing catch up on your channel, got anything on naval/seafaring campaigns?
Perhaps this one might interest you - Waterborne D&D Adventures
ruclips.net/video/oKeHCOceGK0/видео.html
It takes years to train players to be able to follow rumors, then they move away, and you have to start training a whole new batch of people. Player characters are like school kids, where the teacher gives them notes on the board, maybe gives them a handout with all the answers to the test, and makes the test open notebook and half of the kids still flunk the test!
Thankfully this has not been my experience
You could have a bard tell a legend at the tavern as part of an act
Yes!
Legends don't burn down buildings.
Have you ever hear of Patton?
🤔
I can't just describe an npc with an exclamation point hovering over their head?
You could 😊
Some of the rumors can be BS made up by a local to mess with travelers passing through for the LOLs.
Some yes, but not too many. You want your players to trust the rumours enough that they will follow up on them, even if thy suspect it may not be entirely true. If they start to suspect that too many rumours are just bullshit, they'll stop following up on them without concrete evidence, and then the game just runs out of steam eventually.
Yeah, having people systematically lie to the adventurers would just teach them not to listen to rumours. Townies an misunderstand a situation and give a partially correct interpretation. They can unknowingly spread false rumours others have planted.
Indeed