iserith
Magic Wordsmith
[MENTION=97077]iserith[/MENTION], I like this. It seems to me mostly a way of re-framing discussion.
How much time do you spend explaining the approach to a new group of players? Do you find that you need to reinforce it a lot in the beginning, or once people try it, does it become second-nature?
So with my current group of regulars (which is about 10 people, about half of which play in a given session), they picked it up straight away. I recall one session a few sessions into the campaign that they were spinning their wheels in debating something. I don't remember the specifics, but the stakes were high and they had fair enough reasons to be hesitant and doubtful. I didn't say anything during the game, though I could tell that they picked up on this discussion being an anomaly compared to how fluid the game ran up to that point. After the session, I put up a post on the campaign forum highlighting that moment as when "Yes, and..." broke down and that was the last time I had to say anything. As [MENTION=6801813]Valmarius[/MENTION] noted upthread, they don't even realize they're doing it anymore.
I also have a one-shot hub where I run one-shots about once a month on average. There are about 30 players in there, some of which are in my regular campaign. A typical one-shot group will be a couple regulars, one or two one-shut hub members, and one or two new members. My table rules are the same in the one-shot hub as they are in my regular campaigns with regard to this matter. I've never had a single incident with someone having a problem with it. Feedback from new members is always very positive e.g. "It was great how we were always moving in the same direction." We get a lot of exciting stuff done in 4 hours this way.
We had a scenario work like this the other day in a cyberpunk game called The Sprawl. The game actually has two distinct phases of play — preparation of a plan, and execution of the the plan. During preparation, characters learn about the target, come up with ideas about how to engage, and collect any equipment, resources or contacts they might need to make the plan work. Sometimes these will result in a scene, like stealing a set of uniforms or bribing a bodyguard to call in sick. One player made an overall suggestion for a plan of attack, and then other players would chip in with how their character might fit in the scheme. One player suggested going in as a reporter, and then another player said, "Ok, but you'll need a distraction once you're in so that you can get out to the roof. Maybe we could ..." etc. It worked really well. It also helped that, since this was a Powered by the Apocalypse game, many of the details of the fiction were being built up through this process, so there was a bit of a moving target in terms of what a "good idea" was.
Yes, I think some of the modern games, especially ones like the one you describe, have this somewhat baked in. D&D traditionally has not, though it was specifically mentioned in the D&D 4e DMG which is when I got on this kick originally.