I have found it useful for the same reason, so much that I've incorporated it into other games I've played, just to make sure everyone gets a chance to talk.I have to say, one of my favorite aspects of Shadowdark is remaining in initiative order and taking turns when out of combat. It really combats the bystander effect and helps those that are shy to feel more included.
Anyone else run it this way?
I quite like it for table management. Sometimes as a player, I don't love it for dungeon crawling. The issue being, everyone wants to do something and there are a limited number of things to do, and so it causes the party to move through the dungeon more rapidly than is wise.I have to say, one of my favorite aspects of Shadowdark is remaining in initiative order and taking turns when out of combat. It really combats the bystander effect and helps those that are shy to feel more included.
Anyone else run it this way?
E.g., if in the room there are two barrels to search, a chest, and a passage going further, player 1 starts messing with the chest, player 2 starts messing with the barrels. Ime the GM may rule "these take time so we'll resolve it when it comes around to you again". But then player 3 has nothing to do...so they choose to move onto the next room, and then the goblins hear the party and attack, while players 1 and 2 are still in the middle of their search.
I think the advantage of the initiative system+real-time clock is you don't really need to wait to resolve each player's action like that - you can just resolve each action as its declared, rather than going around in a circle "collecting" actions and resolving them after a delay.I quite like it for table management. Sometimes as a player, I don't love it for dungeon crawling. The issue being, everyone wants to do something and there are a limited number of things to do, and so it causes the party to move through the dungeon more rapidly than is wise.
E.g., if in the room there are two barrels to search, a chest, and a passage going further, player 1 starts messing with the chest, player 2 starts messing with the barrels. Ime the GM may rule "these take time so we'll resolve it when it comes around to you again". But then player 3 has nothing to do...so they choose to move onto the next room, and then the goblins hear the party and attack, while players 1 and 2 are still in the middle of their search.
I think that's avoidable with skilled GMing or skilled players, but I've seen it as a failure mode at cons especially.
Agreed, and this is how I would run it. I suppose the habits from initiative in combat carry over in some cases.I think the advantage of the initiative system+real-time clock is you don't really need to wait to resolve each player's action like that - you can just resolve each action as its declared, rather than going around in a circle "collecting" actions and resolving them after a delay.
But arent they already done with their search? Like player 1 has their turn, search the barrel, you resolve, next player turn, they search the other thing, you resolve? They would still stand there of course, so maybe thats what you mean.while players 1 and 2 are still in the middle of their search.
Thats how I would run it. But I've seen GMs keep the kind of "combat initiative" where you get one action per round, and decide searching takes multiple actions, so they are still in the middle.But arent they already done with their search? Like player 1 has their turn, search the barrel, you resolve, next player turn, they search the other thing, you resolve? They would still stand there of course, so maybe thats what you mean.