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Like you find it out in the world or from an ending.
Those that *really* want to do that to themselves will just look it up or something and those that complete the game will be like "I already know a lot... Sure why not. Could be fun."
There's basically only the choice of which god to dedicate yourself to which will ultimately determine how your run feels.
The dialogue system is a major problem, as pointed out.
I suspect it'd be a lot of work to fix, and probably won't change, but as a "what if" I can think of three methods of operation, which would be selectable per-character:
Insular characters. What we have now. Fresh start.
Shared knowledge. Anything in the category of 'knowledge' instead of 'accomplishment' is sourced from a global pool (or maybe more specifically, the other global characters). This probably should have been the default, with how tedious the system is. I never liked text-adventure games.
Speedrunner, or "grug bash" mode: Insular progression per-character, but touching a character instantly and seamlessly grants all the knowledge you can get. Same gameplay route, no tedium, omniscience assumed. If you wanted to get really fancy, limit it to the shared system to answer the question of "when should it be available".
Again, I don't expect anything to change, I just like talking about design and wanted to support the inclusion of hardcore.
No one should start with it though.
I’ll add to this that the game has been written so you can complete the entire thing without talking to anyone.
Dialogue system is annoying if you want the notes after a new death, but isn't too essential.