Wisdom Penalty said:
Heck, different strokes for different folks, but I can't see the fun of every decision be a group-think decision.
You say 'group-think', I say 'teamwork'.
Where's the wrenching agony, the thrilling drama, and the independent thought in that?
Same place it's always been, in the player's level of investment in the given scene?
While I can see the reason for techniques like this used to increase the tension during combat, the costs far outweighs the benefits.
As a player, I'd hate being told, essentially, I could only roleplay on my turn. For me, RPG's are all about creativity and spontaneity. I can't 'plan out' when I'm going to say something amusing and in-character; the mood and/or inspiration just strikes. Having to wait 15-20 minutes for my turn to roll back around before I can blurt out clever, character defining things is a buzzkill.
Not to mention, being reminded that my character operates in rigidly-segmented time (even with regards to speaking) is too videogame-y. (I kid, I kid)
And what are players supposed to do when it isn't their turn? Which is most of the time, assuming the game has more than two players. You've neatly removed most game-relevant subjects from the list of "legal" speech. Which means more movie quoting and WoWSpeak. Or ,depending on conditions, the actual playing of WoW.