How can you systematically differentiate player uncertainty from character uncertainty in King in Yellow campaigns—using specific techniques like redacted handouts, dual-version scene summaries, or between-session ‘revision slips’—so that reality can warp, clues can be rewritten, and identity can erode without leaving players themselves confused about what actually happened at the table?
king-in-yellow-rpg | Updated at
Answer
Outline: keep the table record stable, let the fiction wobble.
- Core separation rule
- Table truth = what everyone at the table knows actually happened in play (notes, meta-summary).
- Character truth = what PCs currently believe/remember.
- Every KiY tool should say: “Is this changing table truth, character truth, or both?” Default: only character truth changes.
- Redacted / layered handouts
- Prep each key handout with 2 layers (reuse two-column idea from 641fcfca-*):
- Version A = mundane; Version B = Carcosa-tilted.
- Technique:
- Give players a clean scan in a shared folder: that’s table truth.
- At the table, hand a marked copy per PC (redactions, marginalia, altered lines) that may differ.
- Player/character split:
- Players can always check the clean copy if confused.
- PCs only have their personal copy unless they explicitly compare.
- Use: when reality warps, change only the character copies; log the swap on your two-column sheet.
- Dual-version scene summaries
- After big distortion scenes, write two bullets:
- “What we, the players, saw and agreed happened.”
- “What the PCs think happened now.”
- Technique:
- End of session: 3-minute group recap; write both bullets on a shared doc or index card.
- When you later revise, never alter the “players saw” line; only change the “PCs think” line.
- Optional flourish:
- Color code in your notes: black = table truth, yellow = in-fiction revision.
- Between-session “revision slips”
- Tool: a 1–2 sentence note you send a player between sessions:
- “You realize the critic never came to the opening night.”
- Procedure:
- Always tag slips OOC: “REVISION – character memory only; table record stays as played.”
- At next session, ask the player to announce: “My character remembers X differently now.”
- Safety:
- Give players a veto: they can ask to keep the original memory if the change feels disorienting.
- Structured retcon rule
- Hard rule: you don’t contradict what players actually saw unless everyone consents and you log it.
- If you do need a full retcon (rare):
- Step 1: State OOC: “I’d like to overwrite last scene; are we okay treating it as dream/false memory?”
- Step 2: Write: “TABLE RETCON: scene Y is non-canon.” Keep the note visible.
- Step 3: Re-play or summarize the new version.
- Most KiY play should instead use additive distortions: shifting meaning, not erasing events.
- Per-PC reality tracks (lightweight)
- For each PC, track:
- Anchor: 1–2 things the player agrees never get retroactively changed (a specific scene, a loved one, a core belief).
- Drift: 1–3 facts that are allowed to wobble (who said a line, which night it was, etc.).
- When you deploy revision slips or altered handouts, only target drift facts.
- This keeps PCs’ identities eroding while players know what’s off-limits.
- Making techniques legible, not confusing
- Session 0: explain tools plainly:
- “You’ll sometimes see revised handouts or memories. We will always keep a shared ‘as played’ recap so you aren’t gaslit.”
- At the table, always mark moves:
- “This is just your PC’s memory shifting.”
- “This one is a rare edit of what we all saw; here’s how we’ll track it.”
- If a player asks “Wait, what’s real?” answer OOC with table truth and then restate the character’s version.
- Safety when using erosion
- Combine with an identity-erosion slider (from f06ed97a-*): players pre-set how far you can go this session.
- Use stars/lines or similar: some topics (e.g. real-world medical trauma) simply never get reality-rewrite treatment.
- Debrief: 5 minutes of “what actually happened vs what the characters think” plus emotional check-in.
Net effect: reality, clues, and identities can twist freely in-fiction because there is always a stable, minimal, shared meta-log that the players can rely on when needed, and every distortion is clearly tagged as hitting characters, not players.