Yeah, I think exploration “turns” are a really useful thing, but I think it works better as a simultaneous group-turn rather than breaking it up into individual player turns.The turns are more for the players than the characters.
Edit: to clarify, I see it like this: everyone states their intention for the round, but mechanics don't occur until everyone says what they're going to do. But I can see that's not communicated clearly, and is even contradictory with actions like "delay." I think I should do a rewrite to clarify!
We are about to start a big, meaty dungeon in my weekly game, and to help keep things moving I want to introduce Dungeon Turns into the game. I know that my players do best when they have a little guidance, so I want to work up a quick document they can use to help them with the concept.
The difficulty I've found with everything being simultaneous, is that then the social dynamics of the group sort of determine what happens. Meaning, maybe one person is more proactive and wants to jump in sort interacting with the environment, which leads to a consequence (trap triggered etc), and then everyone else follows along. Or, maybe the group is polite and every wants to wait for someone else to go first, leading to silence and inaction. One thing that might work is to use turns for everyone to describe what they want to do, and then resolve everything simultaneously.Yeah, I think exploration “turns” are a really useful thing, but I think it works better as a simultaneous group-turn rather than breaking it up into individual player turns.
This kinda sounds like what would happen if a group with no clear leader were to do something stressful together.The difficulty I've found with everything being simultaneous, is that then the social dynamics of the group sort of determine what happens. Meaning, maybe one person is more proactive and wants to jump in sort interacting with the environment, which leads to a consequence (trap triggered etc), and then everyone else follows along. Or, maybe the group is polite and every wants to wait for someone else to go first, leading to silence and inaction. One thing that might work is to use turns for everyone to describe what they want to do, and then resolve everything simultaneously.
If you’re doing exploration turns, you shouldn’t be moving on to resolution before everyone has declared their action. If the proactive person’s action will set off a trap or whatever, make note of that, but find out what everyone else is doing before narrating the results, and narrate them all together. That’s the point of using turns instead of freeform exploration.The difficulty I've found with everything being simultaneous, is that then the social dynamics of the group sort of determine what happens. Meaning, maybe one person is more proactive and wants to jump in sort interacting with the environment, which leads to a consequence (trap triggered etc), and then everyone else follows along.
Sure, if that’s a problem you’re having, it’s probably best to ask each player in turn what their character does.Or, maybe the group is polite and every wants to wait for someone else to go first, leading to silence and inaction.
I took simultaneous resolution as a given here. Maybe I misunderstood the opening post?One thing that might work is to use turns for everyone to describe what they want to do, and then resolve everything simultaneously.