RPG Evolution: Taking the Initiative

With so many players, I got tired of asking "who goes next?" It turns out the simplest solution was to treat my table like a wedding.
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Managing a table of ten players is less like storytelling and more like air traffic control. In the heat of my weekly library sessions, the biggest threat to immersion isn't the monsters; it’s the dead air that creeps in when players lose track of the turn order. When a round takes twenty minutes to complete, engagement withers. I’ve tried various digital trackers and scribbled lists, but in a crowded, high-energy environment, those solutions are often too small to see or too cumbersome to manage. I realized I needed a high-visibility, physical anchor that would allow every player to see exactly where they stood in the timeline without having to ask me. And that got me thinking ... surely there are other situations where the number at your table has to be visible for confused folks in a large group, right?

From Dragons to Numbers​

Wedding table cards. That was the answer. My journey toward a better tracker started with a set of decorative wedding table cards featuring dragons. They were beautiful and felt right for the genre, but they were made of heavy metal and proved far too burdensome to lug to the library every week. More importantly, most wedding sets don't account for the chaotic reality of a D&D initiative count that can easily climb into the twenties. I needed something lightweight, durable, and highly visible from across a long library table.

I eventually discovered a set of red and white numbered table cards that go all the way up to thirty. These cards are tall enough to stand out over piles of character sheets and dice trays, and because they are double-sided, the players can see each other's numbers just as clearly as I can. Placing these in front of the players creates an instant, undeniable map of the round.

Orchestrating the Round​

With the cards providing the visual foundation, I’ve been able to implement a "system of speed" that keeps the Hammersmith campaign moving. The most effective technique is the "on deck" announcement. By explicitly telling a player they are currently acting while informing the next person they are next, we reduce the frantic searching for dice or spells that usually happens when a turn begins.

Because the red cards are so visible, the players have started to self-manage this process. If I accidentally skip someone or if a player isn't ready, the physical presence of that numbered card acts as a silent reminder. Add in that two PCs have familiars with their own initiative, and this becomes even more important.

To further streamline the engine, I’ve moved toward group initiative for my monsters and—if it's a really big group, though I do this rarely—use average damage values from the stat blocks. This ensures that my side of the table never bogs down the narrative, allowing the focus to remain on the players’ heroic (if occasionally disastrous) choices.

The Captain and the Clock​

In a group of seven or more players, a Dungeon Master cannot be the only person responsible for the logistics of the game. In the older rules there was someone who called initiative on behalf of the group, a "caller." This person is responsible for calling out the order and ensuring everyone is focused. I have yet to use this (given my group rotates frequently, there's no clear leader week to week) but I can see doing it if the group gets chaotic enough.

I also have as a backstop the "thirty-second rule" for turns, though this doesn't happen often; if a player hasn't declared an action in that window, their character automatically takes the Dodge action. To keep the focus sharp, we ask for a no-phones policy, ensuring that the only screen in the room is the collective imagination of the group, but acnkowledge in large groups, sitting around isn't fun either so I try to be flexible.

Why Visibility Wins​

Ultimately, the wedding card solution works because it respects the spatial and tactile nature of in-person play. By giving the initiative order a physical, three-dimensional presence on the table, I’ve reduced the cognitive load on both myself and my players. We no longer spend time asking "Who is next?" or "Where are we in the round?" Like a wedding, everyone knows whose turn it is in the party.

Your Turn: How do you handle initiative for large groups?
 

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Michael Tresca

Michael Tresca

One of my issues right now is that I have only a few players, but lots of PCs. I cannot just hand the player a tent with a number on it. I guess they could place one on each of the character sheets and it might work. One thing I did and it works for me is to make a tracker on a pole with clothespins with the PCs name on it. There are marks where we count by 5 to guess about where everyone fits. NPCs always just go last to make it easier and the game is not about them. When we roll initiative, I just place the tracker in the middle of the table and people move their pin around and then I place the monsters pins. I tend to announce the next two PCs coming up, sort of like baseball and someone is 'on-deck'.

In large groups I might have some pre-roll things. Number 5 PC is coming up and not where number 4 is doing something, so he can make his rolls and such while number 4 is doing something. Just wait until I say number 5 what do you do. He can just say I hit a AC16 here for 9 damage. It saves everyone watching him roll dice and waiting to add and then waiting for more. I do not think it can work for all people and situations though.
 

a tracker on a pole with clothespins with the PCs name on it.
We use a version of this in our current campaign. The GM has pegs with character names on them, and others that say ‘Monster A’ and so on; sometimes there are pegs for environmental effects that trigger cyclically, too.

When a person takes their turn, their peg is rotated 180 degrees. If they ready an action we turn the peg 90 degrees. Once the round is complete the entire pole can be turned 180 to reset things.

It makes the sequence very clear.
 
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There are a number of systems and tools you can use but I think it all depends on the GM. GM, IME, needs to be the pace setter and keep the game running.
 

Great stuff. If you bought on AMZ or WMrt, I can search; but if there's a smaller vendor you want to prop up, please do share link.
Curious what you do in the case of ties @talien ?
 

Your Turn: How do you handle initiative for large groups?
I have a 7-player game coming up. I'll probably just go around the table, starting with whoever had the highest init contest.

I'm curious - unless single actions are make-or-break (at what, 1st level?), what's the reason that each PC needs its own initiative count?
 

My groups often designate someone/a volunteer to manage the initiative. Not necessarily a party caller, just an initiative caller. Have used hand made flags for Fantasy Trip as part of the initiative process is based on Adjusted Dex which normally doesn't change often.

We have also used things like these: https://www.amazon.com/Thyle-Acryli...3+x+5+name+holders+for+tables,aps,223&sr=8-11

to identify each character. Fits a 3" x 5" index card. Enough room for Character name, a small portrait of character and if needed Player name. Bonus is that many printers and programs will print a 3x5 index card.

If there is only one opponent for the party, you probably could get by with those that go before the critter, the critter, and those that follow. After once through, it simplifies to party, critter, repeat.
 

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