This post is an analysis of a player behaviour I've noticed: scheming behind the referee's back. I don't mean this to sound like a pejorative, but I do believe it's a net negative for the table even though I understand why it happens and have even participated.
There is a tendency for players to cook up clever plans that the referee has not foreseen and spring them at the last moment. Sometimes this is purely narrative. Sometimes this involves exploiting chains of game mechanics and in these cases the players will execute their actions one by one in the required order, letting the referee resolve them piece by piece. It's almost as if the intent is to trap the referee in the logical conclusion of their own rulings up until that point.
This is potentially problematic for two reasons. The lesser problem is that the referee isn't prepared. This is already part of being a referee anyway. The referee should expect to have to handle this from time to time, though it's slightly unfair and potentially embarrassing to put your referee on the spot on purpose.
The greater problem is that you don't afford the referee the opportunity to help you do what you are trying to do. That is the referee's job. You're not there to thwart each other. You are collaborators. If you came up with a good plan, a good referee will want your plan to succeed (or at least sensibly play out). Instead, when the referee does not know your plan, it may fall flat when something does not work as the player intended. I have had this happen in my own game, after a player refused to answer, "What are you trying to do, exactly?"
It's possible that this is a symptom of adversarial thinking, but there's another cause. This cause is a problem that I'm not sure how to solve. It persists through any amount of player-referee collaboration.
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There is a common trope that is so crucial to storytelling* of all kinds that calling it a "common trope" is frankly insulting. I'm talking about The Reveal. These are often the pivotal moments in a story, the most memorable scenes and the most impactful beats.
In a TTRPG, the players are the story. The referee is too, and the degree to which each is true depends on the campaign. But no matter the table, thanks to the structure of play (the basic procedure), only the referee ever gets to do The Reveal. The master plan, the twist, and the flashback origin story - these are all forms of The Reveal that players attempt to execute while explicitly avoiding stating their intent to the referee, and they are all things that can fall flat on their face without the referee's support. They want the referee to enjoy The Reveal as much as the players do when one is sprung on them. Unfortunately, it's often a lot of work to make these work, and that work is best worked out together.
I wonder if it subconsciously creeps in that in movies, if the audience knows the plan they know it will fail - that's where the drama comes from. Conversely, if the audience does not know the plan, everything goes according to plan - that's The Reveal. The opposite is true in TTRPGs however, where the player requires the referee to make it work. There are any number of things that the player doesn't know, but the referee could weave into the narrative if they were just given some warning. Rules may need to be bent or particular judgements made. In extreme cases, established lore and prepared events may need to be thrown out to avoid messing with the player's master plans.
In those cases, the referee is stuck with a choice: change what is established or tell the player they failed. That sucks. Better to collaborate rather than try and pull a fast one. The referee is there to make the game work for you, after all. The players actually enforce an adversarial relationship here by expecting the referee to attempt to thwart them, and preemptively thwarting them in return.
*I don't think it's correct to call TTRPGs "storytelling". However, storytelling is the piece of TTRPGs within which this problem resides.
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I don't know how to solve the problem of players not getting to do The Reveal. In a sense, everything that the players do is The Reveal to the referee. I get that feeling constantly when I run games. It's all about seeing what my players are going to do and incorporating their ideas and I am always surprised. Changing the way players think doesn't seem like a viable solution though - I can only change the way I run the game. It's something I'll be ruminating on.

