On
player vs character knowledge:
From Robin Laws (p of my 20th anniversary edition of Over the Edge):
When viewing role-playing as an art form, rather than a game, it becomes less important to keep from the players things their characters wouldn't know. When characters separate you can "cut" back and forth between scenes involving different characters, making each PC the focus of his own individual sub-plot. This technique has several benefits. First, it allows players to develop characters toward their goals without having to subsume them to the demands of the "party" as a whole. Secondly, it quickens the pace, allowing players think while their characters are "off-screen", cutting down on dead time in which players thrash over decisions. When a character reaches an impasse, or an important climax, the GM can then "cut" to another character, giving the first player a chance to mentally regroup. Finally, the device is entertaining for players out of the spotlight, allowing them to sit back and enjoy the adventures of others' characters.
The price of this is allowing players access to information known to PCs other than their own. But it's simple enough to rule out of play any actions they attempt based on forbidden knowledge. This doesn't mean there will be a shortage of mystery. Any OTE GM will still have secrets to spare. In fact, by allowing the number of sub-plots to increase, the GM is introducing even more questions the players will look forward to seeing answered.
Laws's "rather than a game" speaks directly to
@Lanefan's post upthread. Laws is envisaging players who are playing for "the story" rather than in order to win.
He is also not talking about rules information like trolls' vulnerability to fire, which is part of the suite of GM-vs-player tricks and puzzles that make up a big part of "classic"/"old school" D&D play. He is talking about information and secrets that are part of the emerging fiction that makes up "the story".
From the Maelstrom Storytelling supplement Dacartha Prime (pp 92, 121):
The character is the player's tool in the story, and the player contributes to the story using that tool. The trick is to make interesting choices that add flavor and interest to the game while remaining true to the role. Just doing what makes sense for the character is only half of it. Find new ways to approach dilemmas, and make choices that other players can "play off of". Information that the player has, but that their character does not, should never be used to benefit the character - however, that information can be used to add flavor and color to the story.
Example: Pendleton has a lot of money, all safely kept in a safe deposit box. His friend Lilith wound up with the key by accident, but doesn't know where it came from. Pendleton looks frantically for the key, describing it to his friend as he searches. "A little silver key? Like this one?" Lilith asks, showing him the key. "Yes. A silver key. Very much like that one." he answers, continuing to search. . . .
One of the most obvious but most abused rules of a role-playing game involves "out-of-character" information (abbreviated "ooc" and "ic" for "in-character). This is information that the player knows but their character does NOT know. For instance, the player may know that their character is in danger, but if the character doesn't know that then the player shouldn't take precautions that don't make sense for their character. Essentially, using "ooc" information to help the character is cheating. There are creative ways to use "ooc" information that make the game enjoyable (see [the above example]) but generally the players need to keep "ooc" information separate from "ic" information.
This advice/instruction sets up a completely different approach from a game/win-oriented approach of the sort associated with classic/OS play. In the latter case, the player is expected to build up "ooc" information over the course of play, and to use it to help win against the dungeon. (Like when playing a Fighting Fantasy Gamebook.) The Maelstrom advice, like Robin Laws's advice, is oriented towards play where the player is trying to establish and express their character in the fiction. It works best in systems in which
the character losing or missing out on some opportunity, or suffering some setback, doesn't mean that
the player is set back in their ability to play the game.