In preparation for the next session, I put together a one-page procedure for dealing with parties acting in multiple areas simultaneously. The idea was to figure out a consistent way of dealing with these situations without having to do too much handwaving in terms of timing or positioning. The full procedure is below the break. It fits nicely on a single page of Letter or A4 paper.
N.B. This procedure assumes a) an OD&D-style turn structure where one turn represents about ten minutes; b) fairly structured social interaction procedures as per Courtney Campbell's On the Non-Player Character.
SO
THEY’VE SPLIT THE PARTY
Establish
the spaces. Draw out the areas
in play, and place relevant figures in each. Rearrange the players so that each
are sitting with those sharing their area.
Poll
the table. Going around
the table, describe the situation in each area, and ask each player about their
next action. Inform them that these
decisions are binding. “Waiting” counts as a brief action (see below). Record
each character’s actions, sorted by area.
Each
action should take up a turn or less. If
a player describes a multi-turn action, only have them record the first. A turn
is equivalent to a full social
exchange, or 6 rounds of combat.
Resolve
a turn in each area. Each
character is locked into their actions. Starting with the space on your left, resolve
actions in the following order: brief, detailed, and complex.
Brief
actions are very quick actions that
could leave room for immediate follow-up. They leave the character to assist in
other ongoing actions, but not to
initiate new ones.
Detailed
actions are multi-step actions that require repeated player input, but are quick enough to occur inside of a single turn.
These include social interactions, puzzles, and combat. Characters who
completed brief actions or are involved in complex actions may join in on a detailed action, although the latter do so at the cost of their own action. Resolve as
many rounds as fit within a turn.
Complex actions are actions that take a long time
fictionally but do not require much input from the player. These include
picking locks, lifting gates, etc. Moving from one space to another one nearby counts
as a complex action, and may take multiple turns if the spaces are far enough
apart. Once brief and detailed actions are resolved, make any necessary checks
to resolve complex actions.
Once all actions in one area have been dealt with, move
on to the next and repeat this step. Do this until all players have acted.
If
necessary, merge groups or split groups. Once all actions are complete, re-evaluate whether any areas must be added or can be removed from play, and do so accordingly. Start again.
I used to require a saving throw vs snapfire (accidently attacking each other) when the party split up and managed to bump into each other again but the characters had no real chance of knowing they were bumping into their buddies. Players could wave the saving throw but it decreasedt the chance of surprising foes.
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