History Main / ImpossibleMissionCollapse

29th Aug '17 12:43:17 PM HalcyonDayz
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* This is going to happen in most tabletop RPGs, either from the GM's side or the players'.

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* This is going to happen in most tabletop RPGs, {{Role Playing Game}}s, either from the GM's side or the players'.
7th Apr '17 11:41:12 AM azul120
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[[folder: Film ]]

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[[folder: Film ]]
[[folder:Film]]



* The remake of ''[[Film/TheItalianJob2003 The Italian Job]]'' has the crew go over a complex plan to steal their gold back from Steve. When they go to implement said plan, they discover Steve's neighbors are holding a party. They call off the heist due to the large number of witnesses.

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* The remake of ''[[Film/TheItalianJob2003 The ''Film/{{The Italian Job]]'' Job|2003}}'' has the crew go over a complex plan to steal their gold back from Steve. When they go to implement said plan, they discover Steve's neighbors are holding a party. They call off the heist due to the large number of witnesses.






[[folder: Literature ]]

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[[folder: Literature ]]
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[[folder: Live Action TV ]]

* ''{{Series/Firefly}}'':

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[[folder: Live [[folder:Live Action TV ]]

TV]]
* ''{{Series/Firefly}}'':''Series/{{Firefly}}'':



* The ''Series/{{Buffy|the Vampire Slayer}}'' episode "This Year's Girl" begins with Buffy planning an elaborate scheme to break Riley out of the Initiative. She's still explaining her plan when Riley shows up, having left with permission.

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* The ''Series/{{Buffy|the Vampire Slayer}}'' ''Series/{{Buffy|TheVampireSlayer}}'' episode "This Year's Girl" begins with Buffy planning an elaborate scheme to break Riley out of the Initiative. She's still explaining her plan when Riley shows up, having left with permission.
permission.



[[folder: Tabletop Games ]]

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[[folder: Tabletop Games ]]
[[folder:Tabletop Games]]






[[folder: Western Animation ]]

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[[folder: Western Animation ]]
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[[folder: Real Life / Truth In Television ]]

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[[folder: Real [[folder:Real Life / Truth In Television ]]
Television]]



** Or, and Mike Tyson put it "everyone's got a plan until they get punched in the mouth."

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** Or, and Mike Tyson put it "everyone's got a plan until they get punched in the mouth."mouth".



24th Jan '17 7:25:57 AM Morgenthaler
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[[AC:{{Film}}]]

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[[AC:{{Film}}]][[foldercontrol]]

[[folder: Film ]]



[[AC:{{Literature}}]]

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[[AC:{{Literature}}]][[/folder]]

[[folder: Literature ]]



[[AC:LiveActionTV]]

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[[AC:LiveActionTV]][[/folder]]

[[folder: Live Action TV ]]



[[AC:TabletopGames]]
* This is going to happen in most tabletop RPGs, either from the GM's side or the players'.
** From the GM side, no matter how well you plan an adventure or scenario, how many ways you anticipate the players reacting, they will find at least one that you didn't expect and chances are good it'll be the one that sends things completely OffTheRails.
** On the other hand, no matter how well a group of players plans a mission or adventure out, there's a good chance that the GM has something that will blow up that plan immediately. And even if the GM hasn't planned for it, often times one or two bad rolls can crash a plan the moment it gets underway.

[[AC:WesternAnimation]]

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[[AC:TabletopGames]]
[[/folder]]

[[folder: Tabletop Games ]]

* This is going to happen in most tabletop RPGs, either from the GM's side or the players'.
players'.
** From the GM side, no matter how well you plan an adventure or scenario, how many ways you anticipate the players reacting, they will find at least one that you didn't expect and chances are good it'll be the one that sends things completely OffTheRails.
OffTheRails.
** On the other hand, no matter how well a group of players plans a mission or adventure out, there's a good chance that the GM has something that will blow up that plan immediately. And even if the GM hasn't planned for it, often times one or two bad rolls can crash a plan the moment it gets underway.

[[AC:WesternAnimation]]
underway.

[[/folder]]

[[folder: Western Animation ]]



[[AC:RealLife / TruthInTelevision]]

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[[AC:RealLife [[/folder]]

[[folder: Real Life
/ TruthInTelevision]]Truth In Television ]]


Added DiffLines:

[[/folder]]
18th Dec '16 3:36:01 PM ZerroDefex
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# Instant success: The convoluted scheme for breaking into the bad guy's vault becomes redundant when they get there and find the door has been left ajar. This is particularly effective when the instant success is achieved by good old common sense, such as the scene in ''The Bourne Identity'' where Matt Damon coaches Franka Potente in how to obtain information from a hotel clerk, and she succeeds just by asking for it. (Compare CuttingTheKnot.)

to:

# Instant success: The convoluted scheme for breaking into the bad guy's vault becomes redundant when they get there and find the door has been left ajar. This is particularly effective when the instant success is achieved by good old common sense, such as the scene in ''The Bourne Identity'' where Matt Damon Jason Bourne coaches Franka Potente Marie in how to obtain information from a hotel clerk, and she succeeds just by asking for it.it while claiming to be his secretary. (Compare CuttingTheKnot.)
3rd Mar '16 8:18:04 AM Morgenthaler
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* ''{{Inception}}'' shows a montage of elaborate mission planning by the [[StealthPun dream team]] that [[spoiler: goes awry when they discover that their target's subconscious has been weaponized, forcing them to IndyPloy the rest of their mission.]]

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* ''{{Inception}}'' ''Film/{{Inception}}'' shows a montage of elaborate mission planning by the [[StealthPun dream team]] that [[spoiler: goes awry when they discover that their target's subconscious has been weaponized, forcing them to IndyPloy the rest of their mission.]]



* In OfLoveAndShadows (at least in the movie), some young, patriotic officers discover that the commander-in-chief secretly performed unspeakable acts and conspire to oust him. Their little clique is discovered and captured by the troops before they can move a finger.

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* In OfLoveAndShadows ''Literature/OfLoveAndShadows'' (at least in the movie), some young, patriotic officers discover that the commander-in-chief secretly performed unspeakable acts and conspire to oust him. Their little clique is discovered and captured by the troops before they can move a finger.



* The ''{{Series/Firefly}}'' episode "Ariel", in which the crew are sneaking into a hospital and have a long speech memorized using all kinds of medical jargon. They are allowed into the hospital without having to provide an explanation, but Jayne feels the need to make the speech anyway (and gets it wrong to boot).

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* ''{{Series/Firefly}}'':
**
The ''{{Series/Firefly}}'' episode "Ariel", in which the crew are sneaking into a hospital and have a long speech memorized using all kinds of medical jargon. They are allowed into the hospital without having to provide an explanation, but Jayne feels the need to make the speech anyway (and gets it wrong to boot).
6th Nov '15 4:26:48 PM Zubon
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to:

* ''To Your Scattered Bodies Go'' ({{Literature/Riverworld}}) shows how this trope is the converse of UnspokenPlanGuarantee. The entire explanation of the escape plan is: "Targoff listened carefully. At the end of Burton's explanation, Targoff nodded." When it comes time to execute the unspoken plan, events prevent them from even starting.
23rd Oct '15 12:21:48 PM Vilui
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# Instant failure. eg, Once they all know what they're supposed to do, they step out the door and immediately one of them trips over and breaks a leg. This never occurs in shows where the heroes are professionals.
# Instant discouragement. eg, Once they all know what they're supposed to do, they open the door, notice it's raining and call the whole thing off. This ''absolutely'' never occurs in shows where the heroes are professionals.
# Instant success. eg, The convoluted scheme for breaking into the bad guy's vault becomes redundant when they get there and find the door has been left ajar. This is particularly effective when the instant success is achieved by good old common sense, such as the scene in ''The Bourne Identity'' where Matt Damon coaches Franka Potente in how to obtain information from a hotel clerk, and she succeeds just by asking for it. (Compare CuttingTheKnot.)

to:

# Instant failure. eg, failure: Once they all know what they're supposed to do, they step out the door and immediately one of them trips over and breaks a leg. This never occurs in shows where the heroes are professionals.
# Instant discouragement. eg, discouragement: Once they all know what they're supposed to do, they open the door, notice it's raining and call the whole thing off. This ''absolutely'' never occurs in shows where the heroes are professionals.
# Instant success. eg, success: The convoluted scheme for breaking into the bad guy's vault becomes redundant when they get there and find the door has been left ajar. This is particularly effective when the instant success is achieved by good old common sense, such as the scene in ''The Bourne Identity'' where Matt Damon coaches Franka Potente in how to obtain information from a hotel clerk, and she succeeds just by asking for it. (Compare CuttingTheKnot.)



* This is going to happen in most tabletop RPGs, either from the GM's side or the player's.

to:

* This is going to happen in most tabletop RPGs, either from the GM's side or the player's.players'.
2nd Jul '15 6:57:15 PM marcoasalazarm
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* ''Film/UncommonValor'': The raid on the climactic Vietnamese P.O.W. camp is planned with precision, assumed to be a night-time raid with advanced weapons. The CIA stops the team and confiscate their weapons the moment they put boots on the ground, forcing them to make do with a [[BreakOutTheMuseumPiece a bunch of purchased World War Two weapons]] and a lot of improvisation, which unfortunately ends up killing half of the team in a barrage of [[HeroicSacrifice Heroic Sacrifices]] needed to make sure their parts of the plan work out.

to:

* ''Film/UncommonValor'': The climactic raid on the climactic Vietnamese P.O.W. camp is planned with precision, assumed to be a night-time raid with advanced weapons. weapons and gear. The CIA stops the team and confiscate their weapons the moment they put boots on the ground, forcing them to make do with a [[BreakOutTheMuseumPiece a bunch of purchased World War Two weapons]] and a lot of improvisation, improvisation (including attacking during daytime), which unfortunately ends up killing half of the team in a barrage of [[HeroicSacrifice Heroic Sacrifices]] needed to make sure their parts of the plan work out.
2nd Jul '15 6:55:25 PM marcoasalazarm
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to:

* ''Film/UncommonValor'': The raid on the climactic Vietnamese P.O.W. camp is planned with precision, assumed to be a night-time raid with advanced weapons. The CIA stops the team and confiscate their weapons the moment they put boots on the ground, forcing them to make do with a [[BreakOutTheMuseumPiece a bunch of purchased World War Two weapons]] and a lot of improvisation, which unfortunately ends up killing half of the team in a barrage of [[HeroicSacrifice Heroic Sacrifices]] needed to make sure their parts of the plan work out.
15th Jun '15 9:48:07 PM WolfSamurai
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Added DiffLines:

[[AC:TabletopGames]]
* This is going to happen in most tabletop RPGs, either from the GM's side or the player's.
** From the GM side, no matter how well you plan an adventure or scenario, how many ways you anticipate the players reacting, they will find at least one that you didn't expect and chances are good it'll be the one that sends things completely OffTheRails.
** On the other hand, no matter how well a group of players plans a mission or adventure out, there's a good chance that the GM has something that will blow up that plan immediately. And even if the GM hasn't planned for it, often times one or two bad rolls can crash a plan the moment it gets underway.
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