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Is it fun to plan a heist?
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<blockquote data-quote="Pedantic" data-source="post: 9332942" data-attributes="member: 6690965"><p>There is nothing more enjoyable than a properly executed plan, except possibly a plan derailed by an unexpected complication and fixed with quick tactical thinking. </p><p></p><p>I've always felt the very idea of trying to elide or minimize planning borderline as an attack. It's annoying when another player won't let me do it and the idea of a system proposing that I shouldn't be allowed to do it as a matter of design, and that will somehow be more fun is just upsetting. </p><p></p><p>RPGs are uniquely suited as a medium for this! The combination of general world interaction mechanics, a huge range of available actions and the ability to extrapolate widely different resulting board states makes them ideal to have and try to execute ambitious plans with variably resourced starting states. The next closest thing is a roguelike; I love Invisible Inc as much as the next genre devotee, but nothing beats the sheer breadth of possibilities TTRPGs bring. </p><p></p><p>It's always feels like a loss when that design space is closed in pursuit of some other purpose.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9332942, member: 6690965"] There is nothing more enjoyable than a properly executed plan, except possibly a plan derailed by an unexpected complication and fixed with quick tactical thinking. I've always felt the very idea of trying to elide or minimize planning borderline as an attack. It's annoying when another player won't let me do it and the idea of a system proposing that I shouldn't be allowed to do it as a matter of design, and that will somehow be more fun is just upsetting. RPGs are uniquely suited as a medium for this! The combination of general world interaction mechanics, a huge range of available actions and the ability to extrapolate widely different resulting board states makes them ideal to have and try to execute ambitious plans with variably resourced starting states. The next closest thing is a roguelike; I love Invisible Inc as much as the next genre devotee, but nothing beats the sheer breadth of possibilities TTRPGs bring. It's always feels like a loss when that design space is closed in pursuit of some other purpose. [/QUOTE]
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