Hmm...it seems that the majority of GMs are *against* their players. Bad situation for a nearly omnipotent god (which basically describes a GM) to be in. In my campaigns, I try to be as 'neutral' as possible. I set up the situation ahead of time, and then try to 'get in the NPC's heads' to see what they do. I'm not trying to kill the characters--but the NPC's might be. So I try to be as objective as possible. For example, can the NPC's see/hear/suspect the party is there? If not, the party may get a small 'bonus' of surprise. It's all pretty much common-sense stuff.
In my game last week, the PCs let an NPC out of a magical statis prison.
They were not in combat ahead of time, but the Dwarven Fighter and the Halfling Wizard/Rogue declared that they were readying an action to shoot with their bows if the creature that got let out of the prison attacks or casts a spell (I allow a little latitude with readied actions because it does not make sense that you couldn't fire a bow if someone makes any suspicious move).
The NPC was not even there yet. Should I roll an initiative for the NPC when he comes out of the prison? Why? He is not in combat. Why should I bother to have all of the players roll initiative when a fight might not even break out? Even rolling initiative affects roleplaying and I'd prefer to not do it unless it is obvious that combat has started. I think this is an important point with regard to readied actions. Players will react and roleplay differently if the DM asks them to roll initiatives.
As it turned out, after a few minutes of conversation, the NPC attempted to Teleport away and the two PCs shot him. I have absolutely no problem with rolling initiative at that point in time as if we had rolled it previously. From my point of view, the NPC is aware of the PCs and vice versa and nobody is flatfooted. It's as if the two PCs had readied actions in the surprise round and since then, everyone else was doing conversation miscellaneous actions. The "order" of that is basically irrelevant until we actually get into real combat.
If this were to happen in my game, for example, I would imagine the situation in my mind. There's nothing at *all* 'broken' about the two PC's training ranged weapons on an NPC to shoot. I mean, good god, it's the classic 'gun-to-the-head' situation! I don't know about you, but I'm not gonna argue he has 10 seconds to shoot or drop his concentration. Common sense again.
*However*. The NPC also has goals (like staying alive: ). So suddenly he's out of stasis, surrounded by armed and dangerous people--two of which are, basically, pointing 'guns' at his head. Not a friendly way to start an encounter. I would have had the NPC cautiously ask questions, and if the players don't back down their offensive stance *real* quick, then depending on the NPC, the situation, and the responses, probably I would probably have had him get the HELL out of there right quick--simply because weapons were trained on him!
There's consequences to every action. If the players anticipate your moves and do something that's valid to counter them--let them! But also adapt to the situation, and if the PC's ready action has a consequence--feed them that consequence as well.
And finally, the GM is entirely to blame in each of these campaigns with this 'problem' of constantly-readying players. How many slasher-flicks have you watched? The whole point behind them is the music builds, odd sounds are heard, the curtain/doorway/whatever is jerked aside--and nothing is there! Later on, when there's no music to warn you and the protagonist has relaxed a bit, is when the slasher jumps out and attacks. However, in most campaigns (including my own) the GM does very very few, if any, 'false alarms'--and thus the players learn that if the trees rustle, the enemy is about to ambush them.
And rightly so! I don't condemn my PCs for that; I have freely chosen not to do too many false alarms in my campaigns, because frankly if not done exactly right they're boring and frustrating for all concerned.
And it's not unreasonable to expect that PCs will be hyperactively alert; I mean, come on! They're wandering through the average dungeon where 2 rooms in 3 has something that's trying to kill them! Wouldn't *you* jump at every noise? I take the attitude that they reacted to the false alarms the same way, and we don't need to roleplay it, just like I won't roleplay every time the PCs need to take a piss (though that would offer great ambush potentials).
Give em their ready action. Really now, what does it hurt?