@greenWhale isn't #bitd designed around flashbacks rather than planning? You might need to just not allow them to do so much planning.
A recap at the beginning of the session is often a good idea anyway. Since you don't write a plot for BITD, you could ask one of the players to do it if you like
@trantion yeah, I agree. Didn't work sadly.
@greenWhale which part did you try but didn't work? Even (more so) in games without flashbacks, getting players to stop over planning can be important.
If they can't agree on a plan, I make sure they've all spoken and then pick someone "at random" whose idea is reasonably sensible based on what I know that they don't.
If they all want to plan too much, make consequences for inaction. Perhaps they lose an opportunity, or the guards get suspicious
@trantion consequenties for inaction are always great in theory. Think i need to add ideas for those in my prep. Thanks, will look into it.
The talk about no planning and a recap is what I already tried. They just kept on looking for plots against them, while it all was just a simple opportunity.
@greenWhale do the players also think it's boring, or do they like planning? If they agree, remind them they're meant to be dashing rogues who take risks, and failing can be fun. If they like planning, maybe it's not the right group for you
Some of my players overanalyze in combat. E.g. one dove into the rules & measuring squares to jump over a river. I told him that's like his PC checking the site with a tape measure during combat, and if he'd fallen in the river it would have been fun anyway
@trantion the tactical thinking really isn't the issue the social overthinking is though. I have some?ideas?now to implement. Thanks!