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No Initiative Order: How Do You Do It?
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<blockquote data-quote="Deset Gled" data-source="post: 9677324" data-attributes="member: 7808"><p>The most basic answer is that RPGs came out of tabletop war games, which were inherently turn based. I suppose you could call that "cultural baggage" for gaming, in a way roughly analogous to how the Magna Carta is "cultural baggage" for legal stuff.</p><p></p><p>The thing that is generally different about combat vs non-combat situations is the prominence of time as a deciding factor. We use rounds when we need to decide specifically (and typically, but not always, adversarially) what order things go in. In my personal experience, we often call this "combat" by convenience. We use rounds for any situation where the immediate timeline of actions is critical, even if there's no real combat. It could be a basketball game, it could be an escape, it could be acting out a play. Different games have tried many variants to it over the years, including D&D.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 9677324, member: 7808"] The most basic answer is that RPGs came out of tabletop war games, which were inherently turn based. I suppose you could call that "cultural baggage" for gaming, in a way roughly analogous to how the Magna Carta is "cultural baggage" for legal stuff. The thing that is generally different about combat vs non-combat situations is the prominence of time as a deciding factor. We use rounds when we need to decide specifically (and typically, but not always, adversarially) what order things go in. In my personal experience, we often call this "combat" by convenience. We use rounds for any situation where the immediate timeline of actions is critical, even if there's no real combat. It could be a basketball game, it could be an escape, it could be acting out a play. Different games have tried many variants to it over the years, including D&D. [/QUOTE]
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No Initiative Order: How Do You Do It?
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