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General Tabletop Discussion
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The Problem with Individual Initiative
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<blockquote data-quote="Bacon Bits" data-source="post: 9014385" data-attributes="member: 6777737"><p>This basically reflects my experience, although I guess I assume that it's not that the "indecisive" half don't know what to do, it's that they want to see what actually succeeds to use that to inform their action.</p><p></p><p>Also, I kind of want the PCs to figure out how to work together. That's kind of what I like to have happen. Maybe it's rough sometimes where they have more than one conflicting idea. I let <em>them</em> figure it out. That's the game.</p><p></p><p>Honestly, the only drawback to side initiative is when one player wants to use it as a reason to bully the other players into doing what they want. I have had to stop and tell people that they're not a dictator -- even if their character is. However... I've had to do that with individual initiative, too.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 9014385, member: 6777737"] This basically reflects my experience, although I guess I assume that it's not that the "indecisive" half don't know what to do, it's that they want to see what actually succeeds to use that to inform their action. Also, I kind of want the PCs to figure out how to work together. That's kind of what I like to have happen. Maybe it's rough sometimes where they have more than one conflicting idea. I let [I]them[/I] figure it out. That's the game. Honestly, the only drawback to side initiative is when one player wants to use it as a reason to bully the other players into doing what they want. I have had to stop and tell people that they're not a dictator -- even if their character is. However... I've had to do that with individual initiative, too. [/QUOTE]
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