How do you "explain" a plothole/mistake during a campaign?
Pic related
"Yeah...you are right. Weird, isn't? "
>act mysterious
>pass a white note to another player.*
>>52519555
"Yeah, that is weird isn't it?"
"What is your character's X knowledge/stat rating? We can roll to see how much of that they realize"
"Try not to meta game that unless it is something your character would also know"
Basically play it off like it is intended and they figured out a plot point. Then revise your adventure to include the explanation for it. It will make your players feel smart for figuring it out, and if you are lucky they will think you are smart for having having good puzzles/mysteries in your campaigns.
"It's not him..."
>>52519555
The cheap hack options:
>A wizard did it
>It was a doppelganger
>Time fuckery
>It was an illusion/trick
>Conspiracy
>It didn't actually happen
The talented hack way
>Weave it naturally into the plot
And there's always
>Yeah sorry guys, that was a mistake
>>52519739
This, but then steal the player's ideas when they speculate and make theories. Less work for you and they'll feel good that they were right.
IT is also a great opportunity for "The gods are meddling in the affairs of mortals" type of stuff. Good time to introduce a cult or religious NPC to the story. Bonus for making it a god the a player worship, or a god that opposes the one a player worships.
>>52519866
This.
Just admit fault and move on. Only child can't admit that they make mistakes sometimes.
How accurate is the character's source of information? One of them might be lying
>>52519555
Admit that you botched the plothole. confidently, even.
Then turn around and find a new way to patch the hole that causes some crazy shit to happen so your players second-guess whether it was worth pointing it out to begin with.
>>52519555