Everyone Doing Everything All At Once

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April 28, 2023

Time for a non-humble brag…

It’s hard to teach y’all to run great games in a step-by-step and preplanned way given that running great games comes so naturally to me. I’m rarely consciously aware of the brilliant things I do intuitively to make my games so great.

I know my players are snickering right now at the idea that I run great games. But they’re not going to comment, are they? Because roleplaying game characters are delicate and it’s really easy for them to get broken. Accidental-like.

My point is, I know I’m prone to make bad assumptions about what folks can and can’t intuit on their own and to leave out steps in my process because I’m barely aware of them. That’s why I read all your comments and Discord discussions. And why I’m always ready to change my lesson plan in response to feedback.

Today’s lesson is not about rolling initiative and resolving combat. Questions from readers and supporters like Goil and Kalidrev — thank you both; seriously — revealed to me I’d made a big-ass assumption and left something important untaught.

So today, I’m going to teach you why you want temporal anarchy in your game and how to handle it…

Everyone Doing Everything All at Once

Welcome back, True Game Masters-in-Training!

Before I teach you any more about resolving specific kinds of in-game actions, I want to bridge the gap between all the crap I’ve already taught you about pacing — like Inviting the Principal Character’s Player to Act and following the Declare-Determine-Describe Cycle — and how to string piles of actions together when an encounter’s underway and everyone’s taking action.

And remember, an encounter is a sequence of in-game events that arise whenever the players’ characters run into something with which they might interact. That includes owlbears and orcish warbands and cliffs and poison arrow traps and shopkeepers and libraries and towns.

How does a True Game Master deftly weave a bunch of players’ actions together with in-world events and nonplayer-character actions to create a smoothly flowing sequence of events?

That’s what I’m going to show you.

Chaos: The Natural State of Roleplaying Gaming

All the crap I’ve taught so far about descriptions and invitations and resolutions has probably left some of you with the distinct impression that a masterfully-run tabletop roleplaying game is a turn-based back-and-forth of such things. “Adam, this is what’s happening; what do you do? Okay, here’s the result. Now, Beth, this is what’s happening; what do you do? Okay, here’s the result. Now, Chris,…” and so on.

In combat, that’s how it be. But outside the split-second timing of combat — which is most of the time — that ain’t how it works at all. Tabletop roleplaying games aren’t sequential, turn-based affairs. Turn orders are the exception, not the rule.

A Wibbly-Wobbly, Timey-Wimey Mess

Outside of the imposed turn order of combat, the characters in tabletop roleplaying games are pretty much just doing whatever whenever. Actions happen simultaneously. They overlap. Sometimes they interrupt or override each other. And nonplayer characters and game events jump in with flagrant disregard for a proper, preset sequence of turns.

And that’s just how True Game Masters want it.

As a True Game Master, you must maintain the illusion that the players aren’t playing a game but are rather exploring an actual imaginary otherworld. Thus, unless you have no other choice, you don’t impose artificial and arbitrary constraints.

Outside the rigors of split-second combat action, the characters must be free to act whenever they wish. Characters must be free to jump into conversations when the fancy strikes them. They must be free to rifle through that chest while the rogue’s picking the lock on the door. They must be free to go shopping or craft items while the paladin and the cleric meet with the king.

But that sort of chaotic temporal anarchy is really hard to run. And it’s confusing as hell to play. And thus you — as a True Game Master — have to take the chaos of events — however and whenever they happen — and weave them into a playable game and a satisfying story.

That comes down to three things…

Putting Events in Sequence

Our brains fit everything into cause-and-effect sequences. And most story structures across cultures and throughout history are, at their core, about connecting effects with causes in a clear, comprehensible sequence. Thus, to provide a satisfying narrative experience, a True Game Master must order the in-game events in some logical sequence.

As a True Game Master who is also a mortal human being, you must also fit the game’s chaos of events into a sequence because you exist only at a single point in time and thus can only resolve one action at a time.

Keeping the World’s Clock Running

As a True Game Master, you have to keep an eye on the in-world clock. That’s partly because time has game-mechanical effects — torches burn out, spells expire, characters grow hungry and starve, etc. — and partly because the illusion of world demands it. The world must change with the passage of time or else the world doesn’t feel like a world.

Day and night are different. You can’t make them different if you don’t know when the day ends and night begins.

Knowing Where Everyone Is and What They’re Doing

As a True Game Master, you must keep track of everything that’s going on at every moment everywhere in your world. Or, at least, you’ve got to know what’s going on everywhere the player characters are. Because you must always have all the information to resolve anything that happens. That includes the actions of non-player characters and the outcomes of world events.

Order from Temporal Chaos

The point is this: your players must believe that they are unconstrained by arbitrary turn-and-timing limits as they play your game. But, to run a sensical game, you have to resolve events sequentially, track the passage of time, and know at every moment the precise state of the world around the characters. In short, you must allow everyone to do everything all at once without shattering the fabric of spacetime.

And I’mma teach you how…

Powers You Didn’t Know You Had

So, how do you maintain temporal stability without arbitrarily imposing timing-and-turn-order limits on their players’ characters’ actions? You employ three superpowers you didn’t know you had.

The Power to Not Resolve Things as They Happen

Wait, Where is Everyone Standing

GM: Cabe opens the chest and… let’s see… Adam, where is Ardrick right now? And where is Danae standing? She’s nearby too, right?

Nothing says, “incoming screwjob” quite like a Game Master suddenly asking the players to declare where, precisely, their characters are. And when that happens, it puts players in the sucky position of having to choose between being honest and screwed or taking advantage of the lack of clarity to avoid losing their character’s eyebrows to a fireball trap.

True Game Masters never ask their players where their characters are when shit is about to hit the fan. They don’t have to. True Game Masters know where the characters are. And managing actions properly whenever everyone’s doing everything all at once is how they do it.

GM: As Cabe opens the chest, he and Ardrick are both enveloped by a gout of flame. Adam, Chris, Save versus Traps, please. Danae is safely out of range.

Remember the Declare-Determine-Describe Cycle I taught you? I hope so because I can’t keep rehashing old lessons every time I call back to them. Look it up if you don’t.

While you must follow the Declare-Determine-Describe Cycle every time a player declares an action, you need not follow it all at once. You’re allowed to break it up. And True Game Masters break it up all the time. In fact, they break it up almost constantly.

GM: Cabe pushes the door open, revealing a furnished study. The desk in front of the cold fireplace is covered with papers and knickknacks. A cluttered, disorganized bookshelf covers the back wall. An iron-banded wooden chest with a thick padlock sits in one corner near the door. Chris, Cabe is standing in the doorway. What does he do?
Chris: I search the chest for traps and then pick the lock.
GM: Okay… Cabe steps into the room and heads for the chest. Ardrick was right behind Cabe in the hall. Adam, as Cabe enters the room, eyes on the chest, what does Ardrick do?

The Game Master doesn’t launch into determining the outcome the moment Chris declares the action. Instead, the Game Master puts the Declare-Determine-Describe Cycle on hold between the Declare and Determine steps.

The Power to Describe Inceptions and Intentions

Not only does the Game Master above — it’s me, in case you care; you can tell by his amazing Charisma — not only does the Game Master above interrupt the Declare-Determine-Describe Cycle, but he also describes Cabe initiating his action. It’s like he — I — froze time a split-second after Cabe started doing what Chris said he was going to do and described that frozen moment in time.

You can do the same with nonplayer character actions and game events. In fact, that’s how you create space for the players to act, which I mentioned in the last lesson about Encounters.

GM: As the rumbling of the quake dies, there’s a sudden crack from the ceiling above. Flecks of dust fall. It must be a cave-in and right above Beryllia! Quick, Beth, what does she do?

Or…

GM: The orc tightens his grip on his falchion and snarls. He shifts his weight into a combat stance. He’s going to attack. Adam, Ardrick is at the head of the party; what does he do?

The Power to Leave Action Bits on the Cutting Room Floor

Nothing happens in the game until you — the Game Master — describe it. That’s important because players like to declare long, complex actions and they don’t always know what’s going to change in the next split-second. Situations change and the characters must be allowed to react within the normal bounds of humanoid perception and reaction time.

But, as a Game Master, you can’t demand your players describe only as much action as you need and it’s a waste of time to correct them every time they overdo it. So, when you redescribe an action as “the character takes a step toward the thing they’re going to do,” you make it clear that only that part of the action’s happened yet. Everything else about the action is just a plan in the character’s head.

Chris: I cross the room to the chest, search it carefully for traps, and then test the lock. I’ll pick it if I can.
GM: Cabe steps into the room, heading toward the chest. Adam, what does Ardrick do?
Adam: Ardrick keeps his sword ready, wary of danger, and steps just far enough into the room to let his companions enter. He keeps watch.
GM: Cabe heads for the chest, and Ardrick moves into the room. As he does, he spies movement on the ceiling above. A giant spider is lurking above Cabe, ready to drop. Adam?
Adam: Ardrick yells a warning to Cabe and hurries over.

Just because players declare long-ass, overcomplicated actions or sudden developments change everything, that doesn’t mean the characters are locked in to their actions. By only describing the starts of actions until you know how everything plays out, you give players the chance to pivot when shit changes.

Remember this trick. You’ll need it for the next lesson about handling the starts of combats properly.

GM: The lead orc is preparing to launch his attack. His fellows are ready to follow suit. Ardrick is ready to charge the lead orc. Beryllia is on alert, ready to cast a spell. Let’s roll initiative…
GM: Beryllia’s elven reflexes serve her well. As the orcs and Ardrick ready to charge each other, she reacts. What does she do?
Beth: I cast magic missile; all three attacks on the lead orc.
GM: The orc barely steps into his charge when the first bolt of energy strikes him in the chest. The second stops him dead. The third shatters his ribs and he falls forward, dead. Adam, the lead orc is dead, but the other two haven’t stopped their charges. What does Ardrick do?
Adam: Ardrick charges the orc on the left, attacking with his longsword.

The Declare-Determine-Describe Cycle for Multiplayer Cooperative Play

Outside of situations that demand split-second timing — like combat — True Game Masters let their players act free of timing-and-turn-based constraints, thus allowing for simultaneous actions, interruptions, and surprises. But True Game Masters resolve actions in logical, cause-and-effect sequences and keep time flowing.

But how? How does that work? Is there a process or sequence or checklist — or better yet, some kind of modified Declare-Determine-Describe Cycle — that’ll let aspiring True Game Masters like you pull this shit off?

Yes. Let me build it up for you.

Building the Action Queue

The key to this shit is a thing I call the Action Queue. And the Action Queue is what ensures that outside deliberately turn-based, split-second situations, you always know what every character’s doing. Or about to do. Or in the process of doing.

And it helps you keep the players in the loop too.

Here’s how to build an Action Queue.

Introduce the Encounter

You know how to introduce Encounters already. Set the Scene and Invite the Principle Character’s Player to Act. This is remedial shit for you now.

GM: Cabe pushes the door open, revealing a furnished study. The desk in front of the cold fireplace is covered with papers and knickknacks. A cluttered, disorganized bookshelf covers the back wall. An iron-banded wooden chest with a thick padlock sits in one corner near the door. Chris, Cabe is standing in the doorway. What does he do?

Declare…

You should know what to do next too. The Principal Character’s Player initiates the Declare-Determine-Describe Cycle by declaring an action.

Chris: I cross the room to the chest, search it carefully for traps, and then test the lock. I’ll pick it if I can.

STOP!

Here’s where you’d determine the action’s outcome and describe it, right? But you’re not gonna do that. Instead, you’re going to hit your magical Game Mastering pause button and freeze the world in place just as the principal character is taking their first step toward that action.

Imagine what everyone else would see in that frozen moment in time.

Invite the Next Principal Character’s Player to Act

Describe that frozen moment in time aloud and, in so doing, invite the next Principal Character’s Player to Act.

GM: Cabe steps into the room, heading toward the chest. Adam, what does Ardrick do?

Pause, Invite, and Build the Action Queue

You see what you’re doing right? You’re using each declared action — and the frozen moment in time at the very start of each such action — to invite each player to queue up an action. And you keep doing so until everyone’s doing something. Even if the something they’re doing is just waiting. Or just nothing.

Yes, waiting is an action. So is doing nothing. But thinking isn’t. I can’t wait to hear the feedback on this one!

Dana: “We’re not here to loot and ransack… oh nevermind.” Danae stands in the doorway waiting for her allies to finish plundering so we can get on with the mission.

Or…

Adam: Ardrick waits to see if Cabe turns up any traps.

Only when every character in the Encounter’s queued up an action do you proceed.

…Determine-Describe and Queue Another Action

The Lost Art of Taking Notes

I’ve talked about this Action Queue shit before and the response is always the same. “How the hell,” someone exclaims, “am I supposed to keep track of five characters’ queued actions before I resolve anything.”

It’s called paper.

Whether you like it or not and however much you worship technology, it is trivially fast and easy to scrawl words on a handy piece of paper. However you run games, in whatever setting, and using whatever medium, you absolutely must have a little pad of scratch paper and a pencil. Every True Game Master has one.

Even when I’m running an online game using Fantasy Grounds or Foundry with a fully imported module and ruleset, I still end every session with a piece of paper covered with scrawls like “A lookout” and “C chest.”

And if any of my players out there have ever wondered why my naming rules require every character’s name to start with a different letter, now you know.

Once every character’s got an action queued — even if the action is wait or pass — unfreeze the action in the game world and imagine how it’ll now unfold. Close your eyes if you have to and look into your mental holodeck. There’s Cabe walking toward the chest… Ardrick reaching the middle of the room and holding his sword ready… Beryllia approaching the bookshelf… Danae scowling in the doorway…

At some point, something’s going to need your attention. Something’s going to need a resolution.

Cabe, for instance, is gonna reach the chest. Then he’ll kneel down and start feeling it up. That’s your cue — cue, not queue — to finish the Declare-Determine-Describe Cycle with Chris.

GM: Cabe kneels down beside the iron-banded treasure chest. The oak is heavy and lacquered and a stout iron padlock with a thick haft secures the lid. He sets about examining the chest for hidden catches, wires, holes, slots, and other signs of a trap. What’s Cabe’s Trapfinding Skill, please, so I can roll a check in secret?

But now, you’ve got a problem. You’ve got a floating character with no action in the queue. You can’t have that. You’ve got to know what every character’s doing all the time, right? This is why you follow your completion of the Declare-Determine-Describe Cycle with an Invitation to Act.

GM: Cabe’s examination reveals nothing to suggest the chest might be dangerous. What does he do now, Chris?

And once the player’s got another action queued, you can let time run forward until something else needs resolving…

GM: Cabe takes out his tools and starts working on the lock. Meanwhile, Beryllia examines the bookshelf. Beth, Beryllia sees…

It’s that easy. Except it’s not. Especially if you aspire to true greatness. But I’ll get to that below.

Breaking Flow

Absent a very good reason to impose timing-and-turn-order restrictions, True Game Masters default to the Action Queue as the way to pace a tabletop roleplaying game.

But it ain’t the only way. And it doesn’t always work.

When everyone really is acting simultaneously and it’s vital to know with split-second precision who does what first — say during a pitched battle — True Game Masters impose a strong turn order based on reflexes, action speeds, perception, and all the other crap that factors into their game due juries Initiative system. But they still lead in with the Action Queue and they’re very careful about when they slow things down to bullet time turns-and-rounds.

I’ll cover that in the next lesson.

But True Game Masters also recognize the Action Queue ain’t always the best tool for the pacing job. During social interaction, for example, you absolutely don’t want a strict turn order, but you don’t want the Action Queue’s stuttering series of pauses and unfreezes breaking up the natural flow of conversation.

I’ll cover that in the future too.

True Game Masters also know players are going to interrupt the Action Queue. And they know some game’s dumbass rules include flow-breaking bullshit interrupts and reactions. And they roll with that shit. They handle it. They understand the Action Queue is an ideal, but that every game system has its breaks from perfection.

Hopefully you — as an aspiring True Game Master — recognize too how the Action Queue makes it very easy to slip nonplayer character actions and game events into the mix. Just figure out when those things come up in the queue, describe the event or action, and invite the players to act. Just keep in mind that, whenever the situation changes, players whose queued actions haven’t been resolved should be allowed to change them.

Until you — the Game Master — describe something, it hasn’t happened.

This Takes Practice

Limit: One Queued Action

Players love to declare long-ass, complex, multipart actions. “No problem,” you might think, “I can just put them all in the Action Queue and take them one at a time.”

Don’t.

Don’t allow players to queue up multiple actions. And don’t waste your breath telling players why they can’t. Instead, queue — and eventually resolve — the first action in their overly complex declaration and then invite them to act again when that’s done.

When Chris says, “I Acrobatics over the pit to the chest, check the treasure chest for traps, test it to see if it’s locked, and then pick the lock,” ignore everything after, “vault over the pit.” Even if you know everything’s probably going to play out just like Chris said, limit him to one action in the queue and invite him to act again when that’s done.

It’s easy to understand the Action Queue, but it’s tricky to get it down pat. It takes practice. But with just a tiny bit of proficiency, you’ll elevate yourself far above Mere Game Executors. Your encounters will run at a better, smoother pace. Not a faster pace, mind you, but a better one.

Good pacing trumps a fast pace every time. Remember that.

Moreover, this crap leads to more attentive, more involved players even when some characters don’t have much to do in a given encounter. And players are more likely to do more just because the Action Queue gives space for every player to jump in.

So start running every encounter with an Action Queue today. Get this shit down cold.

  • After every player declares an action, describe the frozen moment in time that follows as an invitation for the next player to act.
  • Never resolve any action until you know where every character is and what they’re doing.
  • Never let a player queue up more than one action. Just drop the extraneous crap.
  • Never let a character float without an action in the queue even if the action is just “watch and wait.”
  • And remember nothing happens until you describe it.

Now, get out of here and get practicing.

Appendix A: For Aspiring Time Lords Only

Still here? Why? You got the Master’s lesson. There’s no more to learn. Get lost…

Okay… okay… you got me.

There’s more to this shit than I taught you.

Look, the Action Queue technique will help you run good encounters like a True Game Master. It’s all you need. But if you really want to chase greatness — and if you swear up, down, and sideways that you really have this Action Queue crap down cold as ice — then listen up…

And if you haven’t mastered the Action Queue, go practice for a while and then come back. This appendix will still be here.

The True Art of Time Management

We Time Lords are meticulous about our Action Queues. We carefully consider which actions to resolve first, which to resolve next, when to stick with a character through a sequence of actions, and when to bounce from character to character through the Queue. We don’t just let our holodeck world sims tell us when to handle what.

Hell, we don’t even break up the Declare-Determine-Describe Cycle in the same place — after the Declare step — every time. Sometimes we stop midway through resolving an action to do something else. Sometimes we make our players roll dice and hold the results for later.

Time Management is an art. A true art. There’s no process to learn. There’s no procedure. There are no instructions. I can’t teach you the True Art of the Time Lords. You have to experiment, intuit, and internalize. But I can tell you how to approach it. How to start fiddling with it.

At least, I can tell you how I really Manage Time.

The Action Clock

Instead of an Action Queue, I’ve got a sort-of Action Clock in my brain. A clockface marked with appropriate — but fuzzy — increments appropriate for whatever in-game action’s happening. During dungeon delving, for example, it’s marked in ten-minute or quarter-hour increments. When the party’s dicking around town, it’s marked in one- or four-hour increments. The actual segments don’t matter much.

When my players queue actions, I put them on the clock. And how I place them depends partly on roughly how long I think those actions will take. I’m not too precise though. I don’t want to be. That’s why the clock’s measured in big arcs and not seconds. Timing ain’t everything. It doesn’t matter that picking a lock takes precisely seven minutes while searching a bookshelf takes twelve minutes. What matters is they both take around ten minutes. Or whatever.

I also don’t draw an actual clockface and plot actions. That just causes trouble. The clockface is an idea and putting actions on the clock is an intuitive art.

The point isn’t so much to track time as to keep track of when I’ll resolve what to best pace my game.

Consider that running example: Ardrick’s is moving to the middle of the room to act as a lookout; Beryllia is crossing the room to check out the bookshelves; Cabe is approaching the chest to search it for traps and then loot it; and Danae is being an uptight grump in the doorway.

If I were using the Action Queue with a Running Holodeck method I described above, I’d handle things thusly…

GM: Danae stands at the door, being grumpy. Ardrick takes up a lookout position in the middle of the room. Beryllia examines the bookshelves. Here’s what she sees. Cabe searches the chest — roll Chris — it’s safe. What now? Cabe picks the lock — roll Chris — and the chest is open. Here’s what Cabe finds.
But at my table, I’d handle things like this…
GM: Beth, roll Research while I roll a Trapfinding check for Cabe. Danae watches as her party fans out into the room. Cabe kneels beside the chest and finds no traps. What now? Okay, Cabe starts picking the lock. Ardrick keeps a sharp lookout in the middle of the room as Beryllia begins examining the bookshelf. Here’s what she sees. Meanwhile, Chris, roll Lockpicking. Cabe opens the chest and finds a bunch of treasure.

I pace my game intuitively. I don’t consciously decide what to handle and when. I just handle what I handle when I handle it. But if you held me down and tortured me until I gave up all my secrets about when to resolve what and in which order, I’d probably claim that I consider five things.

First, I consider the actual in-world time the action fills. Because I’d never resolve an action that needs a half-hour before I resolved a five-minute action. That said, I recognize that world-time is fluid and vague and there’s plenty of space to bring things into and out of sync. Sure, a D&D combat entails one minute of action, but if you consider the time the party must spend catching their breath, checking for wounds, cleaning and sheathing their weapons, and ensuring their dead foes are really dead — and that’s even before looting bodies and short-resting come in — a fight can chew up five to ten minutes of world time in actual reality.

I also recognize that, while ongoing actions do deserve resolutions — I need to acknowledge to the player that their character is doing what they’re doing and describe it to make it real — I can resolve those actions whenever I want because they’re ongoing.

And doing that, by the way, helps keep all the characters engaged. This is why I resolve ongoing non-actions thusly…

GM: Adam, Ardrick keeps watch over his allies, sword ready. Things seem safe… for now…

Second, I consider how likely it is for an action to lead to follow-up actions. Cabe examining the chest? There’s going to be a Lockpicking attempt afterward. And if I know there’s a trap, there’s also going to be a Disarming attempt. Or a saving throw.

Third, I consider just how protracted an action’s resolution is likely to be. When Beryllia examines the bookshelves, I know I’m going to have to describe what she sees and I know Beth’s going to ask some questions or dig for more information. It’s going to be a whole, big thing beyond me saying, “You succeeded!”

Fourth, I consider how likely it is that an outcome will pull everyone’s attention. That someone’s action will suck everyone else away from what they’re doing. When Cabe gets the chest open and there’s a pile of treasure to examine, divvy, and loot, it’s likely some of the characters are going to wander over and get involved.

Fifth, I consider the likelihood that an outcome or event will totally wreck the encounter or send it careening in some other direction. If that chest is a mimic, its attack will spell the end of the exploration and the beginning of a battle.

But what do I do with those considerations?

First, I try to keep things dynamic. To bounce from character to character through the Action Queue as much as possible. Actions with likely follow-ups come early and I bounce away and then back for the follow-up. Actions with extended resolutions come in the middle so I can spend time with other characters before and after. Ongoing actions are a convenient place to bounce to and I can bounce to them multiple times, even if just to say, “Ardrick remains vigilant; ready to fight.”

Second, I try to avoid characters getting too committed to shit if they’re going to get distracted before they finish. I try to resolve derailing and distracting actions either right away or at the very end.

I can’t get this shit perfect every time. No one can. Sometimes, there’s no way to open with the encounter-wrecker and you have to interrupt an encounter in the middle. As with all ideals, you just keep the goals and priorities in mind and do the best you can.

That said, those are just my priorities. Just my goals. As I understand them. Because pacing is an art. An intuitive, emergent, experientially learned art. I can’t stress enough that it’s something you just get good at over time.

Fortunately, you need not be a Time Lord to be a True Game Master. The Action Queue alone will help you run really amazingly delightfully good games. And that’s why this little essay is a mere appendix.

Until you’re ready for this crap, just focus on managing the Action Queue and you’ll be fine. Better than fine. You’ll be great. I promise.

And now, seriously, get the hell out of my classroom. I want to go home.


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34 thoughts on “Everyone Doing Everything All At Once

  1. This is really great stuff. It’s one of those things that I’ve done a few times, but never realized what it was about those sessions that made them stand out. Now I know what to work on.

    Any reason this one didn’t make the True Game Mastery index? This is solid gold, I’d say it deserves a spot for sure.

  2. Oooo! Fun story! I started doing this as I was trying to follow your other advice. It just naturally came about like this. Down to the paper with notes on it. Still clumsy with it, but it seems like a natural outflow of using your True Gamemaster methods.

    Not related, after reading your article on Speed Factor Initiative, I used it at my table the other day with a group of analysis paralysis players. Not only did it speed up combat significantly, the players started thinking way more tactically. It was a much more dynamic combat than any we’ve had to date.

  3. I know I don’t need to explain it to my players, but I’m incredibly curious what the reasons are for not letting a player queue up multiple actions if you know it’s pretty much going to play out exactly as they say it will. If the situation doesn’t change enough to warrant a new plan, I’m struggling to find the difference between that and basically asking them “Press X to continue?” as a DM. Is it because it’s a slippery slope to players declaring longer and longer actions? Or because in a party, you never know what another player might do to change another player’s plans unexpectedly?

    Either way, this article answered SO many questions I’ve struggled with about managing the actions of a group. Thank you!

    • The 3D cycle gets a funny taste if you let one player Declare-Declare-Declare-Determine-Describe-Determine-Describe-Determine-Describe, while everybody else is on a standard cycle.
      It can work, certainly, but it’s a more meta, time lordy technique.

      • My thought was more that the player is essentially giving you multiple “declares” in advance, but you still determine and describe when you normally would. Resolve all the actions in the queue, then for the next queue just treat the next step in their initial declaration as the new action and resolve that normally alongside everyone else’s actions as well. If the situation didn’t change in a way that affects their original plan at all, then it seems odd to me to prompt for action again when they’ve already told me exactly what they were gonna do already.

        As an off-the-cuff example, say James’s player declares they want to climb a tall ladder, knock over a distracted goblin or something, and then stab it with his sword. I put that first part (climb ladder) in the queue, then prompt other players to act. Say Helga chooses to check out another room nearby and Ivan decides to stand watch for new threats. I resolve all three. Maybe Helga finds the remains of the goblins’ last meal and James doesn’t notice much other than distant voices in the cave. What are the benefits of after resolving that queue, asking James’s player again what they do once they reach the top of the ladder, if it’s painfully obvious they’re just gonna do what they already said they’d do?

        I’d hazard a guess maybe it’s better for gameflow not to make assumptions about whether a player will proceed with a plan after other player’s actions have resolved, especially in more interesting scenarios(Helga walked into a trap!/Ivan hears bugbear stomping towards them!), and even in uneventful ones you might be inviting more interruptions in your narration if you fail to predict when a player might actually need prompting (“No wait, I changed my mind and want to talk to the goblin instead!”) Or maybe like I said before it could start a trend of players all declaring longer and longer actions all the time until you run out of paper and or patience for remembering your players’ hypothical actions… I could think of potential explanations, but I’m not the expert! I’d love to hear Angry’s practical reasoning for it.

        • One problem with that approach is that it really isn’t up to you wether anything happens that changes the player’s plan. That’s up to the player. By locking them in, you are determining what they consider important on their behalf. There is I suppose the fringe case of “nothing happens at all in the world, and all the other players decide to wait patiently for this player’s actions to resolve” but when does that happen? And even then, a person can change their mind or have a new idea during the execution of a plan. And they should be allowed to

        • It’s not what it does to you, it’s what it does to James to give you one chunk of declarations and then not contribute to the game at all for the next 15 to 45 minutes.

          • It’s all of it actually. It ain’t good for James, it ain’t good for James’ friends at the table, and it ain’t good for you. Don’t you have enough to keep track of without needing to train your players to declare sequences of actions for you to work through? Because once James starts doing it, everyone will follow suit.

  4. I like Action Queue, it’s like the game your only move is hustle.

    Anyway, I’m not sure how to apply it to a large party. I’m running a 10 person online game late May. I imagine it would really kill pacing if each encounter dragged as I ask 10 people what they do during each encounter, and ask it again when something changes during the encounter that may warrant an action. I’ll try it anyway, I hope I’m wrong. If it works for a large group it would really benefit my quiet players who usually struggle to call out an action when they want to take one.

    • To be fair, any method of running a game sounds bad or awkward when you have 10 players. That is just too much IMO. 3-5 players is where D&D works best.

    • Yeah, I haven’t been able to apply this technique to my large (6 PC) group yet. Would love to hear some tips from anyone in a similar position!

      • I’ve run a six player game using a version of this and one thing to bear in mind is that it’s often easier than it sounds because in any given situation some of your players actions will be “I wait and see what happens.” You want to make sure something is happening and that the players stay engaged, but you don’t need everyone to be doing something all the time.

        • This is clearly true. And I suspect the ones most likely to do so are Sneak Attackers (Rogue and Co), Ranged Attackers (Rangers, Any Warrior speccing in Missiles…) and Casters.
          All for obvious reasons.

  5. Thanks for writing this article; this was one of those cases where the initial material closely reflected how I already try to do things, but the coda (particularly your ‘five things’) gave me lots of food for thought.

    One point to add: for those ‘distraction in the middle’ encounters (e.g. the characters are exploring a room and happen upon an aggressive mimic), having jotted notes about what they started doing means that at the end of the fight you can easily pivot to ‘you deal with the fight’s aftermath, blah blah. Beth, Beryllia had barely had time to glance at the book titles, are you heading back there?’

  6. What do you do if you turn to a player, ask them what their character would do, and they stammer with, “Um… er… um… uhh… what’s he doing again?”?

    • I’d answer the question and then ask them again what their character intends to do. After a polite amount of time, I’ll move on to the next player, indicating the character is waiting indecisively. If it becomes a common trend, I tell the player they need to pay better attention if they want to play the game. If we can’t come to terms, we part ways.

      • I’ve played one or two systems in the very distant past that try to extend this sort of “simultaneous declare, ordered resolution” system into their combat systems. As a relatively new player at the time I mostly found them intimidating, but I’m wondering now if they were onto something.

        Is combat different enough that it suffers from this type of resolution? Would it make sense to sometimes flow the action queue into combat actions rather than explicitly rolling initiative and switching gears?

        • Applying a sort-of Action Clock to combat has been done in Exalted 2E and Scion 1E, except the action is resolved up front, followed by a cool down before acting again. As a player, I found it much preferable to cramming a menagerie of actions into a standard turn.

          Whether or not combat should feel similar to non combat is a different question. I like to avoid the teleport form the over map to the combat arena fell and prefer zooming in and going into bullet time for combat as it suggest that combat is something that can be dropped into and out off instead of dedicated game phase.

  7. Well this was conveniently timed. I was trying too explain more or less this concept to a newbie GM friend and struggling to translate my ‘I just got a feel for it by GMing D&D games for 14 years’ sort of approach to time managment into something useful for someone running their first game.

  8. In situations where one action will take relatively long time, such as 20 minuets, and another will take about 10 minutes, then go into another action. Such as Trap Search into Pick Lock, and then the 20 min is searching book cases.
    If you have a character that just waited, would you invite that player to act once they realize “this will take a while.”

    My thinking is since the Trap Search would be done before the book shelf search, there would be a new Declaration phase at this point.

    In my experience a lot of players just take the “wait action” when they have nothing they want to do, but that can also have them lose focus if they keep doing it. Could this be a good place to pull them in? If nothing else to hear what their reaction to it taking a long time is?

    • Right on both counts. You can allow players to “queue up” actions while other, long-term actions are going on. So, while someone is searching an entire wall for secret doors for twenty minutes, another can peer down each hallway, open a closet to see what’s inside, and add the room to the map.

      As noted, when you’ve got players waiting, you want to keep periodically checking in with them. “You’re still keeping watch…” or whatever. Even that little bit is enough to keep players engaged and let them know they can get involved if they want to.

      It’s also important to note that parties can save time and increase their odds of success if everyone searches the room. There’s some actions which accommodate multiple characters and you should call that out. “You know, it’s going to take Cabe forever to ransack everything. You can search too. Another set of eyes never hurts.” And since searching is not the sort of action that an actual intelligent Game Master would handle with the “Help” or “Aid Another” action, everyone gets to play.

      In reality, except in very complex investigatory situations, it’s pretty rare for the game to stretch too long with people waiting forever while their companions do a crap-ton of shit.

  9. Creating long-running actions for multiple players is one the (very few) things that came intuitively to me, but it’s very nice to have it structured like that instead of the mess in my head.

    I’m really struggling with combat flow though, I feel like people are taking…well, turns while everyone else is frozen in time. “Adam, the Orc is on a struggle with Cabe, what does Ardrick do? [couple minutes later…] Beth, the Orc is on struggle with Cabe and Adrick’s attack was barely a scratch, what is Beryllia doing? [a couple more minutes…]”

    I try to create some “action” when possible (the orc flinching or something) but a whole lot of turns have to pass before the Orc _actually_ does anything about being ganged up on, and I feel awkward trying to keep the tension up when nothing really changed from Adam’s turn to Beth’s.

    How can I address this? Is it a narrative issue that I have to practice? Am I misunderstanding something about narrating combat? Is it simply the nature of turn based combat?

    • I believe it, in part, to be the nature of turn combat. Nonetheless, I like to spice it up a little by maintaining the mindset that outside your turn you are exchanging blows and only the openings shots are the “action”. For example, the fighter engages with the orc and attacks, hitting for a little bit of damage. In the next player turn I would say: Beth, Cabe slashed the orc and he furiously try to hit him back, but didn’t managed to hit a blow yet, what do Beryllia do?

    • Keep in mind one turn in a 5E combat is 6 seconds. Which isn’t a whole lot of time. The issue is that each turn takes significantly longer in real life.

      Turn order is one issue, especially in large combats, because the players become passive between their turns.
      On top of that, if you miss your action due to the dice, your turn feels very lack luster.

      In a recent game our group got to pull off a surprise attack, which the system facilitates, so it wasn’t just “the enemy can’t act this turn.” Having the actions be handled like in this article really made it feel like the group was acting, and not each one of us were acting on our own. If one of us botched a roll, but the other two did well, OUR attack still went well.

      Systems like D&D with it’s rigid initiative, move-act-move possibilities, but also tons of “push button spells” really don’t facilitate this style of combat. A simpler combat system and a “one side goes, then the other” is more open to using the declaration system as described here though, I think. (And will test it out in my games of Worlds Without Number).

      Combat tends to be “I hit the thing, I rolled” because no one really talks about the desired actions, because “do damage” or “apply spell text to combat” is all we think about, especially in 5E.

      • “Combat tends to be “I hit the thing, I rolled” because no one really talks about the desired actions, because “do damage” or “apply spell text to combat” is all we think about”

        Right. Honestly, while DMing a combat my instinct is just turn off the “roleplay” completely and just consider it a mechanical puzzle for the players to solve on a full blown videogame mode. You add some flair on kills or crits but otherwise just move on with the turns.

        Looking forward to learn a better way.

  10. Another good article!! Best RPG advice on the net- balances practicality, psychology, game design, neuroscience, story telling theory- it’s fantastic!

  11. In my last session, I implemented Action Queue as well as starting encounters earlier and it went well!
    Initially the Fighter was concerned about why I kept asking him what his character was doing in what was an evolving social interaction (he normally takes a step back and let’s the Bard do all the talking) so he was wary a trap was brewing and also felt uncomfortable he wasn’t “doing anything”. But telling him, “Don’t worry, standing watch to protect your friends is most certainly ‘doing something'” helped and I noticed after only 3-4 times of inviting his character to act, he then suddenly contributed with a great idea to defuse the escalating conflict.

  12. Inviting the principle player to act helped my game this weekend! Then, boom!! Action queue!! Two players who normally defer to my more experienced one got in on initiating action and decision making. Normally, there’s the “caller” format, with, “okay, we do…” Even had their PCs go off into town to do their own things instead of staying together as a group which I feel allowed me to get more exposition/info to them. Just a quiet visit to town. Now to have an uptick in pace and keep to keep practicing.

  13. I’ve been inviting the principal character to act for the past few sessions; the immediate benefit has been that I’m not waiting for my players to either form a consensus or step up to respond to my description of the world and what’s happening in it.

    The next benefit has been that it’s forcing my players to commit to courses of action, rather than proposing a course of action and then changing their mind when they hear someone else’s idea. Characters can change the course of their actions in response to what they see or hear from other characters (or the world around them), but the key for me is that the story is continuous rather than disjointed, waiting for players to settle on what they’re doing. Players don’t generally get to change their actions when acting in initiative order; why would they get to arbitrarily change their action when they aren’t?

    What I’m working on right now is making it flow more naturally. Sometimes, only one character will be acting; once I’ve reached the Describe step and I Invite the character’s player to act, presumably I move on and Invite other players to act. If I keep Inviting the other characters to act after the principal character acts and they have nothing to declare, it feels like it messes with the flow. If I don’t invite them, that denies them the opportunity to do something. My sense here is that if the players decide their characters are all on watch while one character acts, keep rolling with that principal character until circumstances change, or until they have no more actions to queue. Is that reasonable?

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