Iâve found truths incredibly flexible to give a very quick set of bullet points for a scene, however conversely, I feel they are mostly there for you, the GM. You jot them down to a scene to establish the baseline (Example Scene truths - Raining, Strong Winds, thunder and lightning) and simply describe the scene as such. A truth is often nothing more than a normal thing the players interact with. For my players, I described it roughly as follows.
âA truth is a factual element of the world, something that exists without question. An example would be a wall is well maintained and sturdy. Players and the GM can interact with truths, to alter the fundamental state of the truth in question. For example, a character can take a sledgehammer to a the wall and change that walls truth from âsturdyâ to broken. And so on. Q truth can also describe a key characteristic of a person or thing, that John is a âKeen Marksmanâ or Fred is a âYellow-bellied Cowardâ, in this case a truth is simply something that is factual about a personâs character. Simply put, a truth is a simple shorthand for demonstrating the factual state of a thing, a quick way of confirming the facts about a person, thing or idea.â
That may be a bit flowery, but hopefully that helps! Main thing is to remind people that truths can change as time goes on.
Iâm not sure why but I frankly really hate the term âTruthâ; it seems to grind my gears. I just prefer âStatement of Factâ or âFactual Descriptionâ or even âFunctionâ
I tend to use the term Aspect, as it is quite similar to the function of Aspects in FATE RPG, where this idea seems to come from. - An Aspect could be positive or negative, depending on the situation, so that term fits quite well - and most of my players are used to that FATE term anyway.