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Is it fun to plan a heist?
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<blockquote data-quote="Emberashh" data-source="post: 9333430" data-attributes="member: 7040941"><p>No, I meant what I said. If your session of planning isn't literally that, your group is doing something wrong. Not only should players be planning in character and making moves in the gameworld to set it up, but the GM should be treating the session as an opportunity. A planning session is the group telling you what they expect and what kinds of challenges they want to confront. </p><p></p><p>That gives you a lot of material to work with to think up interesting complications and twists to throw in along the way. </p><p></p><p>Also has to be said that I think much of the aversion to planning, beyond just doing it poorly as a group, tends to be rooted in DND's and other games lack of resolution fidelity and the binary pass/fail nature of it. </p><p></p><p>Plans fall apart too easily and there isn't much room for letting the plan twist and turn without either sidestepping the resolution system or just doing things arbitrarily. Degrees of success and no hard failures aren't complicated to port into most games, and it improves the experience by miles, and not just for heists. </p><p></p><p>Part of the reason I think planning is so ubiquitous when it comes to games is just rooted in what games are best at. People want to <em>be</em> the cool guys that pull off a wild heist. </p><p></p><p>Its cute and all to emulate Oceans 11 when you just want another experience like what watching it was like, but its another kind of experience to be in on planning the heist from the get go and having to be the ones to adapt as it progresses.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9333430, member: 7040941"] No, I meant what I said. If your session of planning isn't literally that, your group is doing something wrong. Not only should players be planning in character and making moves in the gameworld to set it up, but the GM should be treating the session as an opportunity. A planning session is the group telling you what they expect and what kinds of challenges they want to confront. That gives you a lot of material to work with to think up interesting complications and twists to throw in along the way. Also has to be said that I think much of the aversion to planning, beyond just doing it poorly as a group, tends to be rooted in DND's and other games lack of resolution fidelity and the binary pass/fail nature of it. Plans fall apart too easily and there isn't much room for letting the plan twist and turn without either sidestepping the resolution system or just doing things arbitrarily. Degrees of success and no hard failures aren't complicated to port into most games, and it improves the experience by miles, and not just for heists. Part of the reason I think planning is so ubiquitous when it comes to games is just rooted in what games are best at. People want to [I]be[/I] the cool guys that pull off a wild heist. Its cute and all to emulate Oceans 11 when you just want another experience like what watching it was like, but its another kind of experience to be in on planning the heist from the get go and having to be the ones to adapt as it progresses. [/QUOTE]
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