Filed under: Character
Often seen in: role-playing
In faulty role-playing, there's always one character who is power-played to quite a different matter. They are either the leader of the group or the outcast, the Simon of Lord of the Flies. No matter their position, however, this character always happens to know what the other characters have been up to – because the author does.
That's the problem with collaborative nature: it's difficult to keep anything a secret. If the character doesn't know, they at least have strong suspicions of something amiss.
In the leader paradigm of this, these characters are the ones who go up against the antagonist because they have become acutely aware of his/her plans, due to skill or chance, even.
"I know!" Meredith cried. "We'll get Dr. Evil where he least expects it: his one big weakness, which I happen to know is his jetpack!"
Gee, Meredith, give the other characters a chance!
To combat this, I suggest (once again) working together to assign which characters know what. Or, in 'creation mode', give your own character knowledge of something, by all means, but make it something sensible or likely to occur, not just a useful skill that a character suddenly remembers to have at that moment the cast needs it.
At least build up to a character's knowledge.
Remember, in collaborative, people like to work together - that's the idea.