So, what did planning ever do for us?
With all that said about the problems of planning, one may be tempted to ditch it entirely... However, I think we should be careful here. The impact of planning on the quest and story is deep and profound, and should not be underestimated. As I noted, back when things started in Forge, our main means of interaction with the world and LQ was through plan votes. The quest is structured around turns because of the needs of the plan votes, which creates a bunch of problems for narrative structure and flow, while also perhaps contributing to the general slice-of-life feel of much of the quest.
So what's the point of it all?
Broadly, I think they serve several important goals:
- Providing a sense of engagement and ownership over LQ's progression as a cultivator
- Facilitating the connection between cultivation progress and one's wallet
- Helping us get into head of someone trying to cultivate at this level via time management
The story is very much about LQ's growth as a cultivator, and the plan votes, where we get to make decisions about how she grows and manage her time are core to engaging with that. Lots of people have mentioned how they really value the sense of growth and "number going up" - the problem these days is that that feeling isn't really coming through well due to the problems we've discussed previously.
The plan votes, with their flexibility, are also where we get to introduce some of our own ideas like FSS+ or getting new Arts - again facilitating that sense of ownership and engagement.
The link between wealth and cultivation (and it being a metaphor for capitalism

) is also really important to the worldbuilding. It's gotten kind of weak as we keep having too much money, but maintaining that connection is really thematically important I think.
Time management has, unfortunately, kind of dropped off the radar due to us uh removing all competing interests from plan votes. Which did make things way less interesting imo. While I'd like to get it back, I'd also see it as less thematically critical than growth and economy. This was also one of our avenues of self-expression, as we got to decide on what we were doing - while these days so much of our time is taken up by the main story quest. It can be difficult to juggle our income if we don't get to make choices around doing stuff to make money.
Now, growth is arguably the easiest one to maintain even if we kill plans - the standard "here's an XP/power vote after an arc" system used by many narrative quests manages that well anyway. The bigger challenge there I think is how to maintain the connection to our wallet and income. Managing the accounts without that straightforward connection to time may be much fiddlier.
The other challenge in the immediate turn is just maintaining some sense of consistency with the way things are right now - i.e. making sure it doesn't suddenly feel like our progression has just nosedived, or that we never get to do anything about our finances, or that our finances and progression are abitrary. Similarly, right now we still have lots and lots of Arts we have to juggle (though thankfully many of them are getting close to being done). Moving to a system where, say, we vote on single things to upgrade at a time has to grapple with the fact that right now we still have lots of different things we need to train, and so it would be easy for our progression to suddenly grind to a halt as we don't get enough opportunities to upgrade all the things we need to work on. Theoretically should be more manageable in the future, but the immediate system stuff may be challenging.
tldr; maintaining a sense of control and engagement with growth and finance is important I feel, and currently that's what planning is used for. Any replacement system needs to think about how to handle these core themes.