OK, I've watched shows like Burn Notice, Leverage, A-Team, and etc. Each show has its own version of when a plan is enacted.
Burn Notice has the voice over and usually involves some kind of Knowledge skill background with some props and Active skill usage (Con, Negotiate). How does this translate into SR? By that, I mean... my group tries to perform the same things by taking on "assumptions" and using background skills to see if we can get some insight on what to expect, obstacles, and etc... Usually we end up failing miserably.
Now, our GM wants us to be creative and think for ourselves... however, what good is that when we try to use background skills and get no info or data?
Is it our faults as players for not knowing enough or being creative/bright enough? Is it our GM's fault for not giving us enough background? Or is it a combo of the 2 mixed in with other stuff?
So what I am asking is...
1. How should background Knowledge skills like Security Procedures, Lone Star Tactics/Policies, and such be handled when players try to plan for these things when going on a run?
2. How much info should a GM give when describing this knowledge to a player who has no idea of the SR setting or it's feel/genre?
3. If a player is taking on the role of the Face, but doesn't have the real-life skill of being cool/charismatic/knowledgeable in the ways... how much should the paper stats fill in when the RP cannot be done?
4. How do you handle players or games that require you to be able to plan things in advance and then perform tactics or changes on the fly if needed?
I know it sounds like I am asking a lot and not much of it makes sense.... but the game/group I am in has gone through many transitions and I am trying to figure out how to save it and keep it going before I decide that it's not worth it anymore.