Zak S
Guest
How? How would they notice?
They keep making choices where the outcomes don't seem to depend on what they did. for example: a mission seems time sensitive, then somebody makes a mistake which causes the players to have to spend 4 hours doing something. Then when they arrive at the town its (what a coincidence) just in the nick of time. Again. And the GM has some elaaaaaborate explanation for why they just happened to arrive in the nick of time despite dawdling for 4 hours. Can't show them any notes to that effect, but says so.
Smart players can ALWAYS tell when a GM is illusioning them.
You can drop anything you want in the path of the players, as long as you can find a good narrative reason for it to be there. If you can intertwine it with other plot points, even better.
Sure but you can't show them what would've happened had they made a different choice. Because nothing.
You can make the story make sense, but you can't restore the players' faith that they made decisions that had consequences.
That's why it's best to tell players there's a plot up front.