In this context, I have to mention Fixers, one of my GURPS campaigns of some years back. This was a “consulting criminals” campaign about a group of professional criminals who hired out to do jobs that ordinary criminal groups lacked the skills or resources to carry out. Most of the scenarios were more or less classic caper stories. But in the first scenario or two, the play consisted largely of researching the situation, and making intricate plans, and working out step by step what was supposed to happen, and having it come off without a hitch—and all but one of the players found this so boring that they were ready to call the campaign off.
What I ended up doing was greatly reducing the planning, and instead allowing the Tactics roll by the planner to give credits for “Fortunately, I planned for that”—and then playing out the actual execution, with things going wrong and being fixed. The players were a lot happier with that level of dramatic tension.