So let's say there's a situation where multiple characters would be acting at once, presumably each making a different action roll, like in a combat situation. Would you typically have everyone declare, or at least float, their actions before resolving each one, therefore having various actions impact the position and effect of others? Or would you discuss and resolve each action one by one, with subsequent actions impacted by ones that came directly before?
Seems like the obvious choice would be the latter, in part because otherwise it'd be awfully chaotic. But just wondering if that's the case.
To be more specific, let's say a detection clock fills up, and the group is discovered by security droids. One player might want to open fire while another dives for cover, and a third tries to splice the security system to temporarily call off or power down the droids.
Would it make sense in that case to consider all of those actions, and then, for example, say that the character shooting at the droids is doing a desperate action, because he's a clear hostile and drawing their fire, which in turn means the position for the ones diving for cover and splicing a panel are lower than they might otherwise be, given the droids' attention on the shooter? Or is it more sensible for the system to resolve the shooter's action first, and then the others.
I'm going to address your situation in the last two paragraphs and write out a blurb of what this handling might look like:
GM: Jess, you're right out there in the open when the blast doors lift. You're about to get a face full of blasters. These 3 are dangerous (S&V NPC Threat Levels page 204). They aren't just mooks. They take the initiative and fire the moment the have a shot. What are you doing? Jack, I know you've got your blaster out, but you've got a little distance and some obstacles between you and the 3 dangerous droids. You see this whole thing go down when Burgley's Hack failed (this triggered this deal...Burgley failed a Desperate/Great Hack and this is the Consequence). Instead of the door opening to the bay where your ship is, this damn door with the welcoming committee opened!
Jess: Well, hell...I'm hauling out of there to cover. This room is a Hold so its pretty big. I'm far from Jack and Burgley but can I dive behind the cargo that isn't too far away?
Jack: Yeah, I'll help her with some covering fire!
GM: Jack, is this an attempt to actually do damage to the droids? Its going to be Controlled Position but Limited Effect due to all of the obstructing stuff. If you're going to actually fire at the Droids, you aren't going to do much. But you can trade Position for Effect if you want to step out in the open and get a clear shot. But if this is just a Setup move for covering fire, then Limited is good enough. Which is it?
Jess, you're Desperate/Standard. There is some cargo nearby to get cover behind, but you're going to need Great Effect to get all the way over to Jack and Burgley. Its just too far.
Jack: Just a Setup move for covering fire. I'm going to buy her time and give her increased Effect so she can get all the way to us so she doesn't have to Scramble with worse Effect again to GTFO when Burgley gets the stupid ship bay doors open. I got a 5 on my Scrap. <GM tells Jack the Controlled Complication...Jack elects to Resist it because he has a lot of Stress left to risk and doesn't love the complication>.
Jess: Awesome. So Desperate/Great with Jack's covering fire. I'm hunkering down (that is what people reflexively do in this situation right?) and just hold onto my helmet as I hustle over to Jack and Burgley! Alright...Never Tell Me the Odds produces a Gambit on a Desperate Roll so here is a Gambit for you Burgley! Daredevil also gives me +1d for Desperate Action Rolls and I'm going to spend 2 Stress to push for another +1d. Got a 6 with on my Scramble! I'm with my mates! Get us the hell out of here Burgley!
GM: Alright Burgley, you're 2/4 in your effort in your Override the Security System Clock so you can open the bay door. Its been an effort to hack this system and the high Tier base (+1 above Crew) has pulled out some of its countermeasures. You've got Standard Effect because of your Fine Hacking Rig + your Crew upgrade for these kinds of implements. 2 Ticks will finish off the Clock and get the door open.
Burgley: Wait a minute boss. My Analyst Special Ability gave me the info on the owner of this system in my last Hack attempt (like a 6 was rolled in Gather Info). Doesn't that give me some protection here against its countermeasures? Better Position; Risky/Standard?
GM: My bad. That's right. You know all about the recent software bugs of this system. You can have Position or Effect so if you want Position, then take it.
Burgley: Awesome. Alright, I'm spending the Gambit that Jess just earned us. I don't have the Stress to Push. How about a Devil's Bargain <GM gives Burgley a DB with something about Burgley's rival; a 2/6 Tick Clock starts that will have to be addressed during downtime or something computer-ey will happen>. Alright, I've got 5d6; a Crit!
GM: With blaster fire bearing down on you guys, bouncing off walls leaving melted steel behind...the security system gives way with triuphant doot-dee-doot noises and the bay door whooshes up! Do you guys all exalt or is it all business?
Burgley, you want to clear a Stress or a boon <the boon is the egress to the ship has increased Position because Burgley's hack effed with the pursuing droids as well>?
That is a hypothetical of how it would go down in a S&V game I'm GMing. Hopefully that is all clear. If you have any questions, fire away.