Worlds of Design: Before the Fight

Improvise or plan? Both have consequences for encounters.

Planning's not for everybody, but strategizing ahead of time can win the day.

treasure-map-1850653_1280.jpg

Picture courtesy of Pixabay.

“Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win.” Sun Tzu

Improviser vs. Planner​

In A Different Look at Player Styles: Planners and Improvisers I described planners and improvisors as two different ends of a spectrum of playing styles. My observation was that most gamers are closer to improvisers than to planners. They're more interested in kicking down doors and killing enemies.

In my experience, the average player just wants some action (rather like many movie-goers, who prefer tentpole action movies). I prefer planning in games, but also enjoy tentpole action movies. To me, movies are passive, games are active.

This approach is likely influenced, at least in part, because of our modern lifestyles. Cell phones have made planning much less necessary in everyday life, so perhaps that spills over into games. If you forget to call someone, or to choose a restaurant, your mobile phone saves you. But there are usually no cell phones/Internet in fantasy (though see my previous article for the possibility of creating fantasy versions of just that).

According to Plan​

By “planning” I don’t mean some course of action that must be rigorously followed. Plans have to change once you meet the enemy. But "In preparing for battle I have always found that plans are useless, but planning is indispensable." - Dwight D. Eisenhower. It’s the act of planning, of thinking about possibilities and how to react to them, that improves battle performance. And it’s something you do before the fight.

How players are encouraged to plan is influenced by the rules and circumstances the game provides. Some RPG rulesets encourage planning, some don’t; some GMs encourage planning, some don’t. For example: Do players have time and opportunity to plan? Do prisoners sometimes have useful information? Are spells interpreted in ways that benefit planning (think the commune spell in D&D)? In other words, do players benefit from trying to gather intelligence? If not, it’s harder to plan – you have to have some idea of what you might face.

This applies to game masters too. A GM who is running a storytelling campaign probably does not want players to plan much. In effect, the storyteller (GM) is the planner, the players must react (improvise) to fit the plan. With enough planning, the players might derail the plot significantly (a frequent meme, see Worlds of Design: Active vs. Passive—Part 1).

Why Plan at All?​

For the perfect example of a mismatch between group playstyles, there's the infamous "Leeroy Jenkins!" video from World of Warcraft. In that video, the players have made plans, they’re outside the lair of the enemy, they pause for a last run-through, and “Leroy” becomes impatient and charges in, thereby alerting the bad guys. At this point the right thing to do was to rapidly withdraw and let Leroy suffer the consequences of his actions, but in the video, they all charge in helter-skelter, and all of them (a big group) are killed. (This video has since been revealed to be staged, but it also works very well as an example many players can sympathize with).


Tabletop games are not immune to this mismatch. Depending on the game you're playing, planning might go against the spirit of the game. Fast-paced adventures and action movies rarely give their protagonists time to plot out their next moves. Part of the fun is seeing them improvise on the fly. When there's a mismatch between player styles and the tone of the game, planning can slow things down enough to seem “unheroic” or “plodding and dull." And for good reason: some people may be tired of planning in their real-world lives. Many players just prefer improvisation in their games, so they can turn off their brain and have a good time.

If you’re a player, the question is, are you willing to go through the planning takes in order to increase your character’s chance of survival? If you’re a GM, will players' plans derail the campaign's narrative (if there is one)? It's worth discussing your preferences before you sit down to play. Making sure your playstyles match can mean the difference between a well-executed plan ... or Leroy.

Your Turn: As GM do you give the players opportunity to plan before an adventure or battle?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Ramaster

Adventurer
The most important thing that will inform the amount of planning that goes into a game is the game system itself, IMO.

This is at the crux of the "Combat as Sport" (low-planning) vs "Combat as War" (high-planning) dichotomy.

And, at the same time, both of those kinds of systems encourage players to persue different kinds of planning! Combat as War provides what Lewpus is probably referring to as "Planning" in the article ("Ok, so we have to storm the orc stronghold, how should we do it? Let's create a distraction and ambush the patrols, then we sneak in"). Combat as Sport, on the other hand, is more concerned with "Character build"-style planning and party optimization ("Has every skill been taken by at least one PC? Good!").

I find this issue endlessly fascinating.
 

Bedrockgames

I post in the voice of Christopher Walken

Your Turn: As GM do you give the players opportunity to plan before an adventure or battle?

This is a very interesting topic because a lot can hinge on how you react to it as a GM. I have largely gamed with planners for at least the past ten years. Something I learned very early on is the act of planning, and talking with one another about how to approach a given combat or situation, is where the fun is for them. As a GM you might have an instinctual gut reaction to try to keep people moving and doing something, but I learned to sit back and just let the players have fun planning. The other side of this is you need to honor their efforts. As the article points out, some systems will do this for you (or at least largely do it for you). But even if the system doesn't cover things, or when they are thinking outside the system, the GM should try to find ways make the choices they make in planning have rewards and/or consequences that matter (otherwise the planning is just meaningless chatter).
 

The most important thing that will inform the amount of planning that goes into a game is the game system itself, IMO.

This is at the crux of the "Combat as Sport" (low-planning) vs "Combat as War" (high-planning) dichotomy.

And, at the same time, both of those kinds of systems encourage players to persue different kinds of planning! Combat as War provides what Lewpus is probably referring to as "Planning" in the article ("Ok, so we have to storm the orc stronghold, how should we do it? Let's create a distraction and ambush the patrols, then we sneak in"). Combat as Sport, on the other hand, is more concerned with "Character build"-style planning and party optimization ("Has every skill been taken by at least one PC? Good!").

I find this issue endlessly fascinating.
Neither of those options are exclusive with each other.
 

Theory of Games

Storied Gamist
Your Turn: As GM do you give the players opportunity to plan before an adventure or battle?
Always and I give them as much information and resources as possible. I even tell them things they haven't considered. Why not? The dice are going to have their way regardless.
 

Stormonu

NeoGrognard
I enjoy seeing my players making plans for how to tackle objectives and encounters - so long as it doesn't drag. I've seen paralysis set in with players becoming too afraid to act at all as they bring up and attempt to account for increasingly less likely scenarios. I'd say if the group is waffling beyond 10-15 minutes or going in circles, I'll step in one way or another to push them forward. This may be something where the enemy acts (having noticed the characters nearby planning), a wandering encounter butts in or a gentle reminder of information they have (or may be misremembering) that is meant to spur them to move past (over)planning and to take action. In very rare cases, just reminding them its a game and they don't have to approach things perfectly will get the party to move forward.

One of the infamous phrases in my gaming group that has come to bring player's attention to overplanning is for someone in the group to shout, "Can we please at least get 10 feet down this corridor TONIGHT?"
 

Koloth

Explorer
As a player, I like for there to be options to bypass some encounters via diplomacy type things and/or stealth type things. Or even inventive spell use. I have seen some GMs announce before the session starts something like "Ok, we have to get through 3 combats tonight...". Adventure paths are notorious for this type of session and it turns the characters into little more then actors playing out a script. Such a game can turn rather tedious since combat is often the slowest part to play out in real time. I have seen some high level encounters last multiple game sessions while some players only get a few minutes of actual play time. Summon type spells can often cause this. "We have how many NPCs on the map?"

Another way to prevent over planning is to introduce time limits. "You have to rescue the hostage(s) in eight hours." coupled with "Player time spent planning comes out of that eight hours." Now if the players spend 4 real time hours planning, the characters only have 4 hours to execute the plan. Time limits also tend to stop the players that want to open 1 door then rest 8 hours so they recover the 2 spells that were cast.
 

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Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
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