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How Would Your Favorite Game System Handle This?
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<blockquote data-quote="Ralif Redhammer" data-source="post: 9624380" data-attributes="member: 30438"><p>My preferred system these days is Cyberpunk Red.</p><p></p><p>First off, for something so complex, I'd probably have everyone roll initiative to keep things straight. Either that or focus on each player's part, one at a time (which is generally my preference when out-of-combat netrunning is going on, as I find skipping from PC to PC out of combat makes netrunning just take longer).</p><p></p><p>With that game's clear definitions of what constitutes an action, it should be fairly easy. The one spot where it breaks down (and really, almost any game system that's using initiative intended for combat out of combat) is the talky parts. How much can you say on your turn? A turn is three seconds, so that's not very much, but it's also incredibly unsatisfying and unwieldy to have the PC get as as far as "So I bet you're wondering what I'm..." and have to continue that next turn.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 9624380, member: 30438"] My preferred system these days is Cyberpunk Red. First off, for something so complex, I'd probably have everyone roll initiative to keep things straight. Either that or focus on each player's part, one at a time (which is generally my preference when out-of-combat netrunning is going on, as I find skipping from PC to PC out of combat makes netrunning just take longer). With that game's clear definitions of what constitutes an action, it should be fairly easy. The one spot where it breaks down (and really, almost any game system that's using initiative intended for combat out of combat) is the talky parts. How much can you say on your turn? A turn is three seconds, so that's not very much, but it's also incredibly unsatisfying and unwieldy to have the PC get as as far as "So I bet you're wondering what I'm..." and have to continue that next turn. [/QUOTE]
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