Two ways to handle this--proactive and reactive.
Proactive: Write notes to those who discover the info.
Reactive: Punish those who act on things they don't know with fewer HP awards. Also, as narrator, ask "..and how do you know about that?"
This reminds me to mention a theory of game play originally explained to me by Greg Maples. There are two ways to control a game.
I do the latter. Asking politely in the right circumstances has gotten player characters in my game magics that required their own character sheet. My current batch of players bemoan the lack of "+2 swords." The things they've gotten a hold of are so big, frightening and dangerous that they dare not use them, or even talk about them. And they worry about what's really going on in the world, seeing conspiracies all around. As they should.
Mike
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