Divination is common in myth, magical beliefs, and genre fiction, but it causes all sorts of pearl-clutching in fantasy games. And it need not. A key to running divination is a concept common to the magic in myth, magical beliefs, and fiction. That's the fixed future. 1/11
— Chris S. Sims (@ChrisSSims) August 14, 2021
Fixed future means any divination’s prediction is based on no further changes to anyone’s actions. Such stasis is impossible in the world of action. But the assumption of stasis makes it easier for a game’s referee to answer divination queries. Frex… 2/11 If you plan for the villains to kidnap the baron if the player characters fail to interfere, detailed divination can predict the baron's kidnapping. If the player characters successfully interfere, the divination was still correct based on the fixed future. 3/11
— Chris S. Sims (@ChrisSSims) August 14, 2021
It’s important that the players understand the metaphysical “rules” at play in the setting. Players can accept limitations outlined as part of the setting’s magic. And this take allows you to give the players meaningful clues, direction, through magic they choose to use. 4/11 These limitations also explain why those living in the game world won't place too much stock in divination. To the uninitiated, divination is hit-or-miss. Unreliable. For some, it's a trap. Some people are prone to become obsessed with predictions. 5/11
— Chris S. Sims (@ChrisSSims) August 14, 2021
Diviners with integrity remind querists of the fixed future aspect of divination. That changing behavior or course of action can change the outcome. Unscrupulous diviners use the ignorance of querists against them, resulting in self-fulfilling prophecies. 6/11 Another aspect of divination is interpretation. Common tools of divination–cards, tea leaves, bones, runes, omens, entrails–require skilled analysis. The diviner might be given signs but misinterpret them. This phase of divination is also where the "cryptic" comes in. 7/11
— Chris S. Sims (@ChrisSSims) August 14, 2021
Fantasy divination rules often encourage the referee to be cryptic. Rather than trying to make up weird, ambiguous responses, however, you can give more than one possible interpretation of the signs. The more skilled the diviner, the less “cryptic” you might be. 8/11 Anyway, if you have a player who likes using divination, using these parameters might help. But here's another little trick: Make some divinations true by basing events in the game on previous divinations the player characters have performed. 9/11
— Chris S. Sims (@ChrisSSims) August 14, 2021
When things happen, you can plant clues that the events are a fulfillment of a previous prediction. Or you can outright tell the diviner that these events match the prophecy. Players enjoy aha moments from clues, and they like seeing their powers work. 10/11 Have fun with divination. Use it as a tool to direct the players and give them choices. Make it mysterious and unpredictable within extant magical rules in your setting. And, sometimes, fulfill divinations in ways the players can see and feel rewarded for. 11/11
— Chris S. Sims (@ChrisSSims) August 14, 2021
For a prime example of the kind of pearl-clutching that designers do about divination, see the Spell Restrictions in Tomb of Annihilation’s Tomb of the Nine Gods. That section is poor in design for a number of reasons, but the divination restrictions are particularly laughable. "Yes, I'm sorry, Tim, but it says right here that you can't use a 2nd-level spell to receive less information than someone who succeeds on a DC 12 Wisdom (Perception) check. Them's the rules."
— Chris S. Sims (@ChrisSSims) August 24, 2021