Cognitive History (sage ability)

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Cognitive History is an expert-status sage ability in the study of History, allowing characters to anticipate and react to large-scale historical and sociopolitical shifts before they happen, through comprehending the behaviour of large numbers of intelligent persons. The skill's strength lies in its focus on observable patterns, making it a form of educated foresight rather than supernatural divination.

This is particularly useful in political or intrigue-heavy campaigns, where long-term planning and strategic insight matter. However, even in more combat-oriented settings, forewarning of military actions or resource shortages could provide a distinct advantage. The limitation that players may not be able to prevent certain events, only respond to them, ensures the skill remains fair and engaging rather than an easy way to control the game's narrative.

The time frame for the foresight varies depending on the event in question. Some events may be foreseen within days or weeks, while others, such as wars or rebellions, may be predicted years in advance. The DM ultimately determines the specifics of each predicted event. The inclusion of an event in the campaign gives the players a distinct advantage, as they are not caught by surprise but have forewarning of the situation. However, knowing about an event does not always guarantee the players can prevent it, though they can use their knowledge to their advantage in numerous ways.

Predictions

Explanations for the terms used on the table are discussed below. This applies only to situations where the players are not themselves directly involved.

  • Frame of Warning. Indicates the initial time frame within which a major event will occur within a hundred miles of the character’s location. This is the earliest indication of an impending event, providing the character with a broad idea of when it will take place, but without specific details. For example, the Dungeon Master (DM) might inform the character, "Within the next three to twelve months, a rebellion will occur," signaling the general time window without delving into specifics.
Prediction Table
Event Frame of Warning Event Nearing Event Imminent
Rebellion 3-12 months 4-6 weeks 3-6 days
Declaration of War 7-12 months 2-3 weeks 1-3 days
Appearance of Invading Army 3-5 days 1 day 2-5 hours
Outcome of a Battle 6-24 hours 2-8 hours 1 hour
Sociological Disaster 5-30 months 1-4 months 2 days
  • Event Nearing. Provides more clarity and refines the character's understanding of the event. It updates the warning, not only by narrowing down the time frame but also by providing the character with more specific information about where the event will occur and its potential impact. For instance, when the character originally knew an invading army would appear in 3-5 days, they are now informed that the invasion will happen the next day, and they also learn the size of the army and the direction from which it is approaching.
  • Event Imminent. Gives the final, most specific update on the event. The character is now informed with full clarity about the critical details, such as the leadership involved, the entities or factions directly participating in the event, and the scale of the conflict or disaster. At this stage, the character knows exactly what is happening and what the consequences will be, and they may have the opportunity to take decisive action in response to the imminent event.

In each case, the DM rolls to determine the exact time an event will occur, keeping this information hidden from the player. The player is then informed of the remaining time before the event happens. For example, in the case of the initial "frame of warning," the DM rolls 6d4 and learns that a battle will end in 14 hours. Then, 14 hours before the battle ends, the player is told the battle "will end in 6-24 hours," without revealing that 14 hours is the precise time.

To determine the "event nearing" frame, the DM rolls 2d4 and gets a result of 2. Two hours before the battle ends, the character is informed that the battle "will end in 2-8 hours." One hour later, the character is told the battle will end in one hour.

Difficulty

Unquestionably, this can be a hard ability to manage, both for the player and dungeon master. It requires the DM to strike a careful balance between providing meaningful insights and maintaining the tension of discovery within the game. The DM must be judicious in determining what information to reveal and when, ensuring that the player gains a reasonable amount of foresight into events without compromising the sense of unpredictability that makes the game exciting. The character's knowledge of past events, cultural shifts and the behaviours of large groups allows them to predict the likely outcomes of similar circumstances in the present and near future, but how much and when to reveal those insights can be a delicate process.

It is also crucial to remember that characters with the ability are often at least 8th level and have likely sacrificed a considerable amount of versatility in their sage abilities to hone this specific skill. As such, this ability should not overshadow the overall narrative or turn the character into an all-knowing figure. While their insight into potential events may give them a helpful advantage, it should not make them infallible or exempt from the natural risks of discovery, failure or even misinterpretation. The benefit of cognitive history is the ability to anticipate broad sociopolitical or military changes, but it is always contingent upon the unpredictable nature of living, breathing societies.

For the DM, it's important to consider the character's level of experience and their historical context when providing clues to the player. Instead of giving away exact outcomes or specific details, the DM might focus on subtle signs, patterns or emerging trends that would be evident to a character with a high-level understanding of history. The player must then decide how to act upon this insight, allowing for creative and strategic planning, while keeping the game narrative engaging and unpredictable. This process encourages both the player and DM to remain adaptable and creative, ensuring that cognitive history enhances, rather than detracts from, the flow of the game.


See The Church (sage field)