AluminiumWolf said:
Well not always. Take the second Deathwatch preview adventure. The plan there is to walk in to a miles long hiveship and hope there are never more than three genestealers in one place. This is a stupid plan, but it works because the adventure says it does. Pretty much any plan will work if the GM lets it, and any plan will fail if the GM doesn't.
Player initiative is rare and fragile, and must be protected and encouraged at all costs.
It isn't though. I've played far more games where the players make jokes about how inept their characters are than where it is long remembered what slick operators they were.
Yes: It was a dreadful premise; especially for Rank 1 marines. It made for an epic introductory adventure, but was paper-thin premise-wise.
Player initiative rare? Not that I've seen. Most of the people I've ever gamed with have had plenty. I really don't see it as a rare resource. And you only improve by challenging yourself. Wrapping the players in cotton wool and protecting them with carebears who say "Yay! You win" regardless of the player's plan is not nurturing creativity and initiative, but crushing it. Players who come up with stupid plans will only ever come up with stupid plans if their stupid plans always work. Heck: Even smart players will stop trying if they come to realise that the GM is going to say "Yay! You win!" regardless of their plan. And then they loose interest, because they can't loose.
The idea that rewarding poor planning nurtures it is simply not a realistic one.
It is. Players referencing past deeds is not true reference material. There are plenty of times in games where players look cool and do great things that they never really speak about again. This is because it's generally considered rude and crass to sit around and say 'I was amazing back then', coupled with the fact that saying 'I was amazing back then in that game of let's pretend' is generally considered a bit sad. Referring to humour however is a far more fun conversation, it's amusing, and it's socially acceptable. Heck: I drive cars fast for kicks, but when I sit around with other drivers we talk about the times when we crashed or made asses of ourselves far more often than when we were awesome. That doesn't mean that we all suck, or that we didn't enjoy the great moments more than the humiliating defeats. Basically: The kind of player who sits around remembering how awesome they were in a game and telling everyone is generally considered boorish, so gamers with social skills generally don't.
"And then I rolled a six and a four and that opened up Australia to me!"...
If you're aiming for a game where players will -in five years- sit around and recount how great they were at length, you're either going to be disappointed, or have very dull friends. Being amazing in a game is great, and those memories last, but they aren't normally the part that gets talked about.
Plus of coursE: Players have to be slick operators to remember it. You earn your rewards. Having victory handed to you on a plate by the GM after all deciding to do something stupid is not really very satisfactory.

