[Torg] Trimming player decision-making

Travis James Hall travisjhall at optusnet.com.au
Fri Dec 21 09:02:22 EST 2007


> -----Original Message-----
> From: torg-bounces at justintimeadventures.com 
> [mailto:torg-bounces at justintimeadventures.com] On Behalf Of 
> Morgan Nash
> Sent: Saturday, 22 December 2007 12:59 AM
> 
> I am reminded of my brother's utterance in a game when he'd had enough
> of the faffing around and decided to just plough in and do something
> probably hot-headed:
> 
> "Enough of this! Planning is the Thief of Time!"

I can't agree with your brother. Planning is fine, interesting in fact.

It's indecision in the guise of planning that is bad. I know there are
horror stories about planning out there in the RPG world, but really, how
many of those stories really involve planning that goes on forever simply
because the players are too hesitant to put in place their plan which is
only as good as it can be, instead of perfect?

If you're sitting around saying, "We need a plan, we can't tackle this until
we've thought of something, so we'll sit around until we do," you aren't
planning. If you're actively constructing a sequence of prepared actions,
and regularly adding to it, that's planning.

Travis Hall



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