My group and I have recently stumbled upon what we, being inexperienced with FATE, perceive as somewhat of a conflict within the game's approach and rules itself, which I hope someone could shed some light on.
Assume the following scenario: The group reaches a door in a dungeon which is trapped, and they have to make the choice of opening it or seeking another route.
FATE suggests telling players outright via an aspect that the door is trapped. At the same time, however, it also includes the action "create advantage", which would normally serve to let characters 'discover' an aspect.
Now this presents a bit of a paradox. If the aspect is already on the table, there is no reason for the player to take a "create advantage" action. If it is not on the table, then the GM is consciously hiding a key information from the players, which is heavily discouraged by the rulebook and the designers.
How does one deal with this? My initial idea would be to put aspects on the table that are clearly marked as 'hidden' to the characters, but that the players are aware of - basically pieces of information that give the players an indication as to where to look, but require separation of player and character knowledge. Failing a create advantage action might convert "(hidden) Trapped Door" into "(visible) Missed poison dart trap in the door" or somesuch.
Is this the right way to go about it or is there another way that we might have missed?