Why would the players spend more time going to a 2nd village for a second opinion?
Do you really want to run games where the players spend 10+ rolls asking different villagers for randomly generated knowledge, because they know that some knowledge is tainted?
Do you, as the dungeon master, place more tainted knowledge into the pool, or do you place more correct knowledge in the pool?
If the pool of knowledge is 50% tainted, why bother even listening to villagers in the first place? Its clear they don't know what they're talking about. Save yourself an hour of pointless roleplaying / acting out NPCs / etc. etc. and just say "The villagers don't know".
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I mean, I've had players who don't like combat and prefer running around the world doing... not adventures or something. But they're in the exceptional minority in my experience. Most players want to know where the monster is, which direction to go to fight the monster, and then to save the town. Its cheesy, but its what works.
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I have successfully run a "whodunit" scenario. Where I explicitly lay out 5 NPCs, with their own incomplete view of some situation. And the players need to talk with the NPCs at specific times (and being seen with some NPCs conflicts with other meetings. Two NPCs are enemies and will refuse to cooperate if they see you conversing with their rival).
If the players fail to find the antagonist out of the pool, no big deal. Have a "one step backwards" adventure (ex: Culann's Hound situation or similar), and then take on the antagonist afterwards.
The story must go onward. Not necessarily always in the benefit of the players, but it takes a lot of effort to craft an actually fun, good, and engaging set of "unreliable NPCs" that people actually want to play with.