I have played Shadowrun. Overly complex plans are the core gameplay experience.
In one case, we needed to sneak into a corp compound to physically access a computer bank. It was a training facility for mercenaries and such, so the hacker came up with the idea of getting us all interviews for whatever it was we did. That way we didn't have to really disguise our identities, and we were able to bring some of our basic gear in with us. We were permitted to bring our guns if we needed them, but no ammo. To solve this problem, my rigger/engineer retrofitted a missile as an ammo transport rocket, broke into a building across the street, and set it up to home in on our location when I hit a button. The mage had his own set of things he was putting together, and the hacker was busy setting data bombs all over the easily accessible nodes.
Setting all this shit up took an entire session. Watching it all explode into chaos took about 20 minutes.
Also, to expand on the anecdote. The GM was fairly new, but his old GM was exactly the same as he turned out. I stayed as long as I did because I was trying to coach him along, and help him improve. I was passing him good GMing resources, and attempting to work with him on issues that were messing up the game. At a certain point though, I decided it wasn't worth anymore of my time. He didn't listen and wasn't really concerned about the players' experience at a basic level. He didn't seem to get it.
As Tom put it, the game was for him.