Planning: Planning charms represent a character’s ability to hatch elaborate plans and schemes, independent of her player’s ability to do so. To accomplish this, Planning charms effectively change the world. But they are not Shaping effects – they accomplish change by a distinct and uniform mechanism: when a player uses a Planning charm, he’s saying that his character did something in the past that is bearing fruit in the present.
Planning effects interact with other keywords only as specified by an individual charm. Beyond this, they are subject to one limitation: the results of a Planning effect must follow from something the character invoking the effect had the opportunity and ability to do in the past (even if her player didn’t think of it at the time). From the player’s standpoint, they might conjure things from whole cloth, but from the character’s point of view they do nothing of the sort.
When adjudicating Planning effects as a Storyteller, use stunts as your guideline. They are meant to enhance the drama of your game, not detract from it, and you shouldn’t allow your players to solve problems with Planning directly any more than you’d allow them to narrate the death of a key character or completion of a major objective as part of a stunt. Like a stunt, Planning can play a pivotal role, but it shouldn’t upstage direct action.