Street Fighter: The Storytelling Game tries to emulate simultaneity. Every character has a Speed that they declare at the beginning of the round, based on the maneuver they’ve selected, their attributes, and some other conditions. Actions are resolved starting with the character who has the lowest (worst) Speed; at any point during this resolution a character with a higher Speed can Interrupt them and begin resolving their action. Interrupts can stack indefinitely, as long as you can keep beating the Speed of whoever is currently acting.
Obviously this isn’t real simultaneity, and the game actually reserves one of its very few uses of dice in combat to break Speed ties (ironically making double KOs as seen in the source material basically impossible). But I think it’s interesting how close we can get to simultaneous resolution by just violating the typical assumption that characters act in a set sequence and turns are atomic.
Obviously this isn’t real simultaneity, and the game actually reserves one of its very few uses of dice in combat to break Speed ties (ironically making double KOs as seen in the source material basically impossible). But I think it’s interesting how close we can get to simultaneous resolution by just violating the typical assumption that characters act in a set sequence and turns are atomic.