High energy players - finding the right initiative system


Our group has found that a structured approach to combat encounters, one with explicit phases for planning and action, helps players stay focused and supports collaboration.

About the series

My IRL group is a bunch of nine to thirteen year-olds. Some of us have high energy levels, are easily distracted and can quickly derail games with jokes and horsing around. This can be a lot of fun, but when it takes two hours to traverse two rooms it is a challenge. In these posts I will explore strategies we’ve used to help keep games moving forward without squelching the fun of playing.

Players often miss, or do not know when a group has started planning or when their turn comes up. Many players simply lack experience with collaborative dynamics to “read the room”. Other players are impulsive and have difficulty containing themselves. In some cases, players simply do not recognize a change in dynamics and are out of sync with the group. This happens to everyone. Some of us, though, struggle more than others. Exploring strategies can foster adaptable groups that welcome players with special needs.

Our favorite approach to combat is a procedure taken from Chainmail, a text the original Dungeons & Dragons from 1974 recommends for playing the game. I first saw this procedure in a modern interpretation of the game called Unchained (Alpha 2) by Bandit’s Keep. I’ve modified it below reflect how it runs at our table:

When players roll, everyone rolls together. Players roll both attack and damage dice at the same time. If the attack is a miss, damage is ignored.

  1. Both sides declare actions, saving throws are made for ongoing threats.
  2. The GM summarizes actions for the table.
  3. Both sides roll a d6 for initiative, high roll goes first.
  4. Movement, switching weapons, retreats and surrenders happen.
  5. Missile fire is exchanged (players roll simultaneously).
  6. Magic spells that were not interrupted take effect.
  7. Melee is resolved (players roll simultaneously).
  8. Moral is checked.

Two things make this work for us: declaring actions and rolling simultaneously. We also just like that missiles can interrupt magic before it is unleashed.

Having an explicit moment for players to declare their intended actions sets the stage for planning. It alerts distracted players to a change in dynamics and it indicates to inexperienced players what is going on. All players get an opportunity to share their goal and work as a team. It also gives experienced players an opportunity to coach new players. I’ve really enjoyed watching these interactions.

Rolling simultaneously reduces waiting times. It is also dramatic, especially on days when we have five or six players. Everyone rolls their dice, and knowing what others are hoping for, look to their companions with anticipation. Even before hearing everyone’s results, the yelps of excitement and the “oh no!” of a fumble are fun. Rolling together also means that no one was left waiting their turn and, because everyone is doing same thing, everyone knows what to do.

We’ve found that side-based initiative with players rolling together has resulted in less waiting around, higher engagement and more teamwork. With a group of squirrely teenagers, what more can I ask for?

Comments

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Interesting , Keep it up!

Thank you! I will.