DM (as NPC): Goblins have been raiding farms throughout this area of late. We don't know where they're coming from. PC: What do I know of goblins and where they lurk in this area? Nature check or maybe Streetwise? DM: Sure. PC: Streetwise. I rolled a 3. DM: You don't know anything. What do you do from here? PC: We keep running into dead ends. This is the third NPC we've talked to. We can't succeed on any rolls either it seems. PC2: Let's go rob from the bartender, burn down the tavern, and fight town guard I guess. I'm seeing a lot of GMs of late obscuring information as a clunky form of in-game challenge or as a way of covering up their plot. As a result the games move at a sluggish pace as the players lack the context they need to decide and execute on a course of action. Oftentimes as a result, they "act out" in un-heroic ways, especially if your adventure starts off or takes place in a town. They're moving the game forward alright, but perhaps not in a way they really want to (and often not in the way the GM imagined or desired). In a sense, this behavior is an objection to the GM's approach. GMs, take note: In order for your players to take action and move the game forward, they need context . Context means the circumstances that form the setting for an event, statement, or idea, and in terms of which it can be fully understood and assessed. Among all the other things you need to do as GM to run a successful game, you need to make sure they get that context. It cannot be obscured by your blocks (surly or cagey NPCs, manufactured dead-ends to protect your "all-important" plot, etc.) or hidden behind a skill check that may never be actually made or may never be achieved, Without context, it is harder to move the game forward and the game moving forward is more important than anything else. A game in which the pacing stalls is a game that doesn't last long. "More important than 'roleplaying' to figure out the information, Headhunter Jones?" Yes, but only because your question belies the fact that you don't know what "roleplaying" actually is. Roleplaying is just this one thing: making a decision your character might also make, given the situation. (When you think of "RP," you are probably thinking of in-character interaction or dramatic acting , which are only ways to communicate playing a role.) Therefore, in order to roleplay their characters appropriately, the players need context. The more you obscure it, the less roleplaying your game will have. Ironically, the GMs I see that crave, desire, and demand "roleplaying" from their players the most are also the ones who obscure information the most. They don't realize that their very approach is what is causing the problem. If you're one of those GMs, now you know. "But what about my plot, Headhunter Jones?" Indeed, what about it? Your super-secret plot is not more important than the game continuing to move forward. If the game falls apart because it is sluggish and boring, your plot is worthless anyway. Consider that the very purpose of a secret plot is to be unraveled by the PCs. If you don't share information and provide context, it will be ignored or your game will break down due to utter boredom long before anyone figures out the quest-giver was actually the villain or whatever. Consider also: Even if you give up the goods completely about your plot, does it mean the PCs win? No, it doesn't. It just means they have context in which to act and the outcome of actions are never guaranteed if you're using dice. There's also the school of thought that GMs should never prepare plots . But that's a preference, not a requirement. In any case, if you have a plot, secret or otherwise, you might consider telling your players directly that you do have a plot, that part of the challenge is uncovering it (make sure this is a legitimate in-game challenge and not just you being difficult and cagey), and that there is no other adventure outside of that plot. If they want that kind of game experience, they will agree to stick to the plot. If they don't, then they have the option of leaving rather than causing trouble in the game later. I'll leave you with some practical tips you can use in your game right now: Give information freely, generously even. If the legitimate in-game challenge is the acquisition of specific information, then frame it that way and do a skill challenge with level-appropriate complications and DCs (or whatever framework your game system prescribes). Be okay with whatever outcome occurs, even if it means spoiling your plot. If you are going to use skill checks or the like to reveal important information, the result of a skill check can never be "You don't know." If a roll is being made, then the information should be revealed no matter what. If the roll is successful, they get the information, no problem. If it is not successful, they get the information, but it costs them something (money, time, hit points, unwanted attention, or anything else appropriate to the situation). If you're not sure what that cost could be, ask your players what they're willing to pay. The upside to that is the cost comes with their inherent buy-in. A scene in which the PCs are interacting with an NPC to get information cannot be full of the GM blocking. Blocking - saying "No" or avoiding a subject - is a form of control in which the GM stymies the creation of new information in an effort to avoid vulnerability (say, protecting his plot). It's frustrating and boring and it's why your players get all stabby on your NPCs (and why you consequently make them higher level or surrounded by guards all the time). If the NPC has a reason to hide the information, then (as above) present the situation as a legitimate in-game challenge to be overcome with interaction and mechanics. If the NPC has no reason to hide the information, give it up. Quickly. Then move the game forward. If you're using a game with plots, be honest about what it means for the players when they avoid or go away from that plot. Many DMs will say "Yeah, do whatever you like!" and then anything that is not on that plot is made boring or punitive until the players get back on it. Don't be that guy. Tell the players where the adventure is and, if they want adventure, they will go there. Don't pretend to run a sandbox game when you're not actually doing that. What anecdotes do you have to share about running or playing in games where this has been a problem? Edit: Opening example modified as per the change mentioned downthread, based on feedback.