Planning relies upon many inputs:
Right here, what we really need to acknowledge is that there are many inputs which must be brought into agreement if the expedition is to succeed. The conflict embedded into these inputs is more than enough to provide considerable emergent conflict, and where there is conflict, there is a game.
What I like about planning is that people never agree, even if all the presented information has no conflict. For example, get a bunch of people to order pizza, and you will get a variety of negotiating techniques. Who likes what and doesn't like what? If you get that much mileage out of pizza, just imagine how much mileage you'll get out of organizing an expedition.
Leave it to the players to work out their own planning. That's the entire purpose of the game. Let them do this planning in whatever manners best suits them and the environment the players find themselves in. If they are modern and space age, let teleconferencing reign. If they are steampunkers, let them write letters to each other.
Post 1: Ivory RPG