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Is it fun to plan a heist?
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<blockquote data-quote="Pedantic" data-source="post: 9338880" data-attributes="member: 6690965"><p>But that's authorship of the situation, not planning to overcome a known series of obstacles. Planning is about martialing known resources against defined problems. You might not have perfect information on either side of that equation, but if you don't have specific resources or specific obstacles, you aren't engaged in the core loop of the activity. </p><p></p><p>These are all ways to generate an after action report or story about the events that happened that could have been the product of planning a heist, but don't treat the planning as the activity itself. </p><p></p><p>I could see a better procedure for generating obstacles that are aligned with the player's capabilities, a more consistent information gathering procedure, a review of the tools players have to proactively and reactively handle problems, and even a cleaner system to handle the evolving board state as a heist paid out and complications arise. </p><p></p><p>Fundamentally though, to be planning at all, the obstacles must exist in some discernable state before the heist occurs, and players must be able to devise more and less effective (or risky) means of overcoming them.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9338880, member: 6690965"] But that's authorship of the situation, not planning to overcome a known series of obstacles. Planning is about martialing known resources against defined problems. You might not have perfect information on either side of that equation, but if you don't have specific resources or specific obstacles, you aren't engaged in the core loop of the activity. These are all ways to generate an after action report or story about the events that happened that could have been the product of planning a heist, but don't treat the planning as the activity itself. I could see a better procedure for generating obstacles that are aligned with the player's capabilities, a more consistent information gathering procedure, a review of the tools players have to proactively and reactively handle problems, and even a cleaner system to handle the evolving board state as a heist paid out and complications arise. Fundamentally though, to be planning at all, the obstacles must exist in some discernable state before the heist occurs, and players must be able to devise more and less effective (or risky) means of overcoming them. [/QUOTE]
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