Continuing on the laws of planning...
2a) The amount of time spent on a plan should give it proportional
importance to the plot.
Have you ever had a situation where you spent four hours of real time coming up with a plan with your group that took five minutes to implement?
Arrrrrgh!
It's even bad being on the GMing side of that, when you know how it happens isn't as important as that it does happen.
That's what this law is designed to prevent. It may mess with your storyline, but as no plan survives contact with the players, it's just a time for you to improvise. After all, they've given you four hours to come up with a way to make hooks for this situation. Use that time!
Comments (1)
It's worse than that. We spend four hours trying to come up with a plan, discussing plans, getting all elaborate on the plans, developing them in directions we then decide are entirely WRONG and starting over... and, invariably, in the end, our plan boils down to "Get 'er." ("That was your plan, Ray? 'Get her?'")
I am almost to the point of suggesting to the group that we just skip the four hour strategy meetings and go straight to "get 'er." I haven't, yet, because I can't decide whether to do it IC or OOC.
Figuring out how self-effacing Tetsuko would PHRASE such a suggestion is entertaining in itself.
Posted by Rikibeth | July 26, 2003 2:53 PM
Posted on July 26, 2003 14:53