Let's Talk About Metacurrency

We always refer it to defaulting back to "The Irish Plan". Part of it, of course, is an extent plan can easily not have a good drop-back state if a few critical parts just don't work out, and even if it could that tends to require even more planning, and as some point parts of most groups just don't have the patience for that.
It's too bad there isn't a decent heist RPG out there that figured out a good mechanical way to do an end run around all the unnecessary layers of planning, and fall back planning, and contingency planning.
 

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It's too bad there isn't a decent heist RPG out there that figured out a good mechanical way to do an end run around all the unnecessary layers of planning, and fall back planning, and contingency planning.
Flashbacks aren't really a replacement for that feeling of a plan coming together just right.
 

Flashbacks aren't really a replacement for that feeling of a plan coming together just right.
I have no problem with flashback. I've sat at too many tables for too long overplanning a heist to think any differently. I do love it when a plan come together, but I also don't mind the flashback as part of that process is cases where it's warranted.
 

It's too bad there isn't a decent heist RPG out there that figured out a good mechanical way to do an end run around all the unnecessary layers of planning, and fall back planning, and contingency planning.

As @Reynard says, most of the solutions for that aren't a satisfactory fill-in for the actual plan. You can argue that's a case of people having multiple wants that are not really compatible, of course.
 

I have no problem with flashback. I've sat at too many tables for too long overplanning a heist to think any differently. I do love it when a plan come together, but I also don't mind the flashback as part of that process is cases where it's warranted.
Sure. I did not mean that flashbacks are bad. They solve a perennial problem. It is juts that they aren't nearly as much fun as a plan that goes right... for once.
 

It's too bad there isn't a decent heist RPG out there that figured out a good mechanical way to do an end run around all the unnecessary layers of planning, and fall back planning, and contingency planning.

If you can figure out a way better than the Forged in the Dark games, let me know.

The designer Matteo Sciutteri is making an OSR-esque Thief game, which is very much not heist-y (in that it's slow deliberate stuff vs fairly breakneck action with lots of twists and turns handled elegantly by the core mechanics) .
 

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