The Fate Roll: Handling Initiative In A Split Party

This is an interesting take on handling what one might call “Narrative Initiative.” If nothing else, it’s an alternative to Pass-The-Conch

Crater Labs, Inc.

I had a curious situation this last Tuesday: I had a 3.5 gaming group where nearly every player had a character who would be in an entirely different place, doing different (though related) things at the same time.  I wasn’t sure how best to handle this… my instinct said that they should just roll initiative, but initiative wasn’t really a good story-excuse for ordering; initiative is about who can get the upper hand, about who’s faster, and about who’s wily enough to get the drop on other people.  And I didn’t want to just make it a “roll off” where everyone rolled a d20 and the number on the die was your order; one of the subtle brilliances of initiative is that it has an automatic tie-breaker, wherein those who get the same “score” can still check sheets and determine that even in a tie, one player would logically be…

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