This isn't a new conversation but FFG SW has been in public hands long enough for it to be revisited.
What PCs should be provided on a failed knowledge roll, as well as how that knowledge roll is handled, is a hotly debated topic in the tabletop RPG sphere. As I see it, there are two options.
Option 1 - The GM rolls the dice in secret. The result falls along the lines of:
- The PC gets information and its accurate
- The PC gets information but it's inaccurate (or a complete falsehood)
- The PC knows nothing
Since the players don't know what the dice results are, it's a matter of trusting or distrusting what the GM says and playing up subtle or not-so-subtle words to confuse the matter. Such as, "you're pretty sure..." or "you're very sure..."
The pro side to this approach is that it forces players to do what their characters would do, which avoids (unintentional) metagaming. The con side is that it requires 100% trust between the players and the GM - I've never played with a GM who I trust 100% to not fudge things for or against me - and it takes away some player agency by removing their capacity to roll dice.
Option 2 - The players roll the dice in public. Looking at the dice, the players instantly know if they have the information at hand. The side effect is that players will never act on bad information provided from a knowledge check.
I think FFG SW's success/failure/advantage/disadvantage system provides an option for some subtle cruelty on behalf of the GM. On a success, the following happens:
- If a PC succeeds without advantage he gets the basic info he needs.
- If he succeeds with advantage (or Triumph) he gets extra details or all extra details that helps the clue make sense.
Makes sense, right? This is what the books and the adventure scenarios encourage. But what about failures and disadvantages? Here's what I'm thinking about:
- On a failure that's a complete wash, the PC doesn't know anything. The GM tells the player, "You don't know."
- On a success but with net disadvantages, the PC gets the clue that's needed to keep the story moving but the GM introduces a few extra details that are inaccurate. "You know that Jabba the Hutt's palace is near Mos Eisley. You also know that Jabba prefers to use Jawas as his personal guard." The clue gets the PCs to the palace, which keeps the story moving, but they end up packing Jawa repellent rather than Gamorrean Guard Be Gone TM spray.
- On a failure with disadvantage (or Despair) the PCs get two (or more) clues. One is the truth and one is complete fiction and it's up to the PCs to spend the time and resources to investigate both. Perhaps if Despair is rolled, the fiction is an incredibly dangerous fiction. "You hear that lightsaber crystals can be made from krayt dragon pearls and Jabba the Hutt's kidney stones."
The trick is to present both the truth and the lie (or lies) as equally plausible with equal returns on investment for pursuing. Any thoughts?