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*TTRPGs General
No Initiative Order: How Do You Do It?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9677052" data-attributes="member: 18"><p>I don't know if it helps it, or just makes it not matter as much, but it certainly seems to make it less of an issue.</p><p></p><p>No turn order also helps PC team-ups a lot. In games with strict initiative they range from "mildly annoying to orchestrate" to "horribly annoying to orchestrate", to "literally not allowed RAW", but with no turn order suddenly they're ultra-viable, and become vastly more common - and this often works much better story-wise too.</p><p></p><p>(Side-based initiative also helps with this.)</p><p></p><p></p><p>Funny thing is? I also kind of love this. Like, I'm mad when videogames don't do it, and instead have side-based or group initiative, for example. Hell, I even love complex multi-action initiative systems - IN THEORY!!! That's why I kept trying to run games which had them!</p><p></p><p>But I'm just no longer seeing the sheer work it involves as beneficial in practice, and yeah it does work better with VTTs.</p><p></p><p>(Weirdly both minis on the tabletop and VTTs don't seem to increase situational awareness to the degree one might expect. Like, people can see the minis, but they don't think about them I guess? Or forget what they were doing?)</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9677052, member: 18"] I don't know if it helps it, or just makes it not matter as much, but it certainly seems to make it less of an issue. No turn order also helps PC team-ups a lot. In games with strict initiative they range from "mildly annoying to orchestrate" to "horribly annoying to orchestrate", to "literally not allowed RAW", but with no turn order suddenly they're ultra-viable, and become vastly more common - and this often works much better story-wise too. (Side-based initiative also helps with this.) Funny thing is? I also kind of love this. Like, I'm mad when videogames don't do it, and instead have side-based or group initiative, for example. Hell, I even love complex multi-action initiative systems - IN THEORY!!! That's why I kept trying to run games which had them! But I'm just no longer seeing the sheer work it involves as beneficial in practice, and yeah it does work better with VTTs. (Weirdly both minis on the tabletop and VTTs don't seem to increase situational awareness to the degree one might expect. Like, people can see the minis, but they don't think about them I guess? Or forget what they were doing?) [/QUOTE]
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