Certain circumstances you might encounter as a GM benefit from extended discussion.

Running Secret Checks

In Starfinder Second Edition, some checks, such as checks to Recall Knowledge, have the secret trait. Secret checks fall into two broad categories. The first category includes checks that characters do not know exist, such as a check against a hidden threat that the PCs did not notice. The second category includes checks for which players would gain significant extra information that their characters would not have if they knew how well they rolled. Recall Knowledge checks are the broadest type of checks that fall into this category. Characters that critically fail a Recall Knowledge check gain false information, so if players know that they rolled very low, they might have trouble avoiding metagaming. Similarly, if the players all rolled low on a check to Seek, they might find themselves tempted to metagame and have everyone roll again because they know that there is likely something that they didn’t find.

The secret trait is a tool to help separate character knowledge and player knowledge, but, as listed in the secret check rules,PC pg. 397Player Core page 397
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GMs can at any time allow their players to roll their own results on secret checks. Some Scenarios will make recommendations, such as directing GMs to keep a particularly pivotal check’s results hidden or to let players roll a string of checks in the open to keep gameplay moving. Unless a Scenario says otherwise, GMs are free to choose how to handle secret checks on a check-by-check basis. GMs can keep all secret checks secret, have players roll all secret checks, or adapt on the fly based on the mood and pacing of the table. If players rolling their own secret checks do metagame—that is, use information that their characters would not have to determine their actions—then remind them that their characters would not have that information and try to steer them away from using it. In general, it can be useful to have players roll their own checks if there are many secret rolls in one section, and useful to roll for the players if you suspect that there will be a strong temptation to metagame or that the extra information of the result could negatively impact the experience for players at the table.

Reviewing Chronicles

If time permits, GMs and Event Organizers can spend a few minutes reviewing players’ Organized Play records at the start of an event slot. These reviews can happen for a variety of reasons. For example, you might need to learn what a character did in previous adventures, or you might want to verify the records' accuracy.

When you are looking over the players' records, if you notice anything that seems amiss, you can ask the player to explain any potential errors. Remember that errors are far more likely to be honest mistakes than intentional cheating—and that it is possible that they are not errors at all. When you ask the player about a potential error, speak with the player calmly, nicely, and with an open mind. The player might have simply made a mistake—or you might have made a mistake in your understanding of their records.

Remember that the game is supposed to be fun, so waste as little time as possible on drama and spend as much time as possible providing an exciting, action-packed adventure for your players.

Resolve any issues as fairly as possible. For example, if the character selected an option that they did not have Access to, let them pick another option to replace it; if they paid a discounted price for an item in error, let them pay the additional costs to meet the full purchase price; and so on. If you believe a player is cheating, ask your Event Organizer for assistance. If you are both the Event Organizer and the GM, use your discretion on how to proceed.