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Topic: Turn-based structures in RPGs -- what are they good for?
Started by: Andrew Morris
Started on: 7/20/2005
Board: RPG Theory


On 7/20/2005 at 4:08pm, Andrew Morris wrote:
Turn-based structures in RPGs -- what are they good for?

Someone (RobNJ, I believe) recently pointed out that they dislike turn-based RPGs. Personally, I love 'em. Universalis, Capes, Ganakagok, Breaking the Ice...lots of my favorites use turns, in some form or another. Now, to be clear about the purpose of this thread, I'm not looking for an opinion poll about whether turn-based structures are good or bad. Instead, I'd like to discuss what function (if any) turn mechanics serve in a role-playing games.

My first thought is that they serve to bring some form of structure to games that don't provide it through other, more traditional methods. If everything that is traditionally defined is left wide open, as it is in many indie games, turn-based mechanics allow for a sort of "meta-structure" to keep a game from being almost or completely free-form.

Another idea is that turn-based games provide equal opportunity for all participants to contribute to the game. I used to play D&D with an ex-girlfriend and she constantly complained that she "never got to do anything" because everyone else would clamor and bellow out their actions, and the loudest and most insistent would get the attention of the GM. So, one of the possible functions of turn-based systems could be to make sure everyone, no matter how soft-spoken or unassertive, gets their opportunity to take part.

Does anyone else have any ideas as to what function turn-based mechanics might serve in RPGs? Any thoughts on why they don't serve a function?

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On 7/20/2005 at 4:44pm, TonyLB wrote:
Re: Turn-based structures in RPGs -- what are they good for?

Turns do a great job when you want to separate two roles:  "On the spot, have to do something," and "Challenging or otherwise supporting the person on the spot."

People who feel lost amidst the rules system benefit from being told "Okay, it was alright to sit and coast and observe up to this point, but you need to do something now."  People who don't know when to quit, and would otherwise dominate play by sheer verbosity (guilty!) benefit from being told "It was alright to strut your stuff up to this point, but you need to calm down, listen and act in reference to someone else's creative vision now."

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On 7/20/2005 at 5:08pm, komradebob wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

Another idea is that turn-based games provide equal opportunity for all participants to contribute to the game. I used to play D&D with an ex-girlfriend and she constantly complained that she "never got to do anything" because everyone else would clamor and bellow out their actions, and the loudest and most insistent would get the attention of the GM. So, one of the possible functions of turn-based systems could be to make sure everyone, no matter how soft-spoken or unassertive, gets their opportunity to take part.


This would probably be the best single reason for turn structure. Related reasons might also have to do with the part different participants wish to have in a game. Turn based design could allow a different distribution of character-player and gm duties, possibly doing away with that distinction in a given design. Scarlet Wake, IIRC, has a pretty interesting take on that. A single player has their character spotlighted at a time, with the other players, to some extent, acting as (limited) gms.

Turn based systems could also be used to allow a given player to bring an aspect of the game in to focus that they are interested in: A switch of scenes, a mini-scene, another aspect of the gameworld ( for sim fans, like myself, a decided bonus).

I suspect the reluctance for some longtime rpers to go with a turn based structure may have to do with the impression that a turn based structure precludes player interaction, sort of like the old idea that if your characater isn't physically present, you shouldn't be able to interact with players whose chracters are present at a location. In the case of a turn based structure, I would think that a designer would want to consider what the non-phasing players should be able to contribute when it is not thteir turn.

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On 7/20/2005 at 5:37pm, Andrew Morris wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

That's a good point, Tony. It kinda adds to my second theory.

I'd still really like to hear about whether turn-based systems take away more than they give, as well.

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On 7/20/2005 at 5:53pm, TonyLB wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

They take away (at the least) what I call the "Once Upon a Time Effect."  When you play that game, you find that people with good storytelling skills get longer turns, because it's an interruption mechanic, and folks forget to interrupt when they're engrossed.

Likewise, games without turn order are often interruption-mechanics, which can lead (in the functional case) to the spotlight remaining more consistently on the people who have the best inspirations at the moment.  Turn orders will often break this, forcing action away from people who know exactly what needs to happen next, and toward people who haven't got a clue of what to do.

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On 7/20/2005 at 6:19pm, John Kim wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

TonyLB wrote: They take away (at the least) what I call the "Once Upon a Time Effect."  When you play that game, you find that people with good storytelling skills get longer turns, because it's an interruption mechanic, and folks forget to interrupt when they're engrossed.


I agree with this.  I think this is both a strength and a weakness, though.  The advantage of a more freeform structure (i.e. the Once Upon a Time Effect) is that it can be a little faster because people jump in immediately with their ideas.  In a turn-based structure, play can often stall when it comes to someone's turn and they don't know what to do.  Our first game of Soap often ground to a halt when it came to someone's turn and they couldn't come up with something.  The disadvantage, as others point out, is that people can be unfairly left out.  Also, sometimes people are fine with having less spotlight time and/or following someone else's cool idea. 

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On 7/20/2005 at 11:32pm, John Harper wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

Stalling is greatly reduced if a "turn" defines who has final say, NOT who is allowed to speak. PTA and Trollbabe are two games that appoint a "buck-stopper" for the turn rather than a solo narrator. This way, everyone can speak during every turn (and the people who are on a roll can continue rolling) but the final authority about what gets into the game moves from person to person in turn.

Many games that use turns don't make sense without the buck-stopping interpretation.

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On 7/21/2005 at 1:38am, ewilen wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

I haven't played a turn-based RPG (outside of combat situations) but after hearing a bit about PTA I note that the turn-based structure not only gives everyone a chance to contribute and have their interests addressed, it also encourages engagement because while somone else is taking their turn, you're likely to be thinking about how it will connect to your turn.

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On 7/21/2005 at 4:31am, John Kim wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

John wrote: Stalling is greatly reduced if a "turn" defines who has final say, NOT who is allowed to speak. PTA and Trollbabe are two games that appoint a "buck-stopper" for the turn rather than a solo narrator. This way, everyone can speak during every turn (and the people who are on a roll can continue rolling) but the final authority about what gets into the game moves from person to person in turn.


I agree, the effect may be lesser or greater depending on the group, but it's still there. 

What speeds things up depends on the group.  For example, in my experience, kibbitzing (i.e. suggesting things for someone else's turn) doesn't always speed things up.  Sometimes it turns into a discussion, which might have positive results in coming up with good ideas, but isn't good for speed. 

To Elliot -- I'm not sure how this is different between turn-based and freeform play.  That is, players in freeform declaration also pay attention to what other players are doing, because it will affect them when they declare things as well.  The difference is that the player knows for sure when in sequence his scene will come up.  So presumably he'll pay relatively more attention right before his scene, and relatively less attention when it is a long time until his scene.  In freeform declaration, yours might be the next scene at any time -- but conversely it is never for certain the next scene.  Offhand, I can't say I've seen a real difference here in my experience. 

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On 7/21/2005 at 4:59am, John Harper wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

John wrote:
What speeds things up depends on the group.  For example, in my experience, kibbitzing (i.e. suggesting things for someone else's turn) doesn't always speed things up.  Sometimes it turns into a discussion, which might have positive results in coming up with good ideas, but isn't good for speed.


That's why the buck-stopper matters. It turns into a discussion only if the buck-stopper lets it happen. Otherwise, they make their decision and go on with the scene, and they have the authority to do that.

John wrote:
... So presumably he'll pay relatively more attention right before his scene, and relatively less attention when it is a long time until his scene.


I've yet to see that happen in any turn based game I've played. Anyone else?

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On 7/21/2005 at 5:41am, bcook1971 wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

I have mixed feelings about turn-based play in RPG's. Dominating input via informal interrupts can be bad. Brainstorming, even from off stage, can be very play enhancing. Some players wilt in the spotlight. Other times, even confident players simply have nothing to add. I've experienced play where informal turns are taken, and owing to that and reining in antsy progressives, wallflowers can be supported in producing some really interesting lines. And the whole group grows from it, learning to appreciate the shy guy's unique take, holding still in the future so as not to scare him off.

I'd take an excellent session manager's direction, going by tells and striving for balance, over Monopoly treatment of role-playing, in most cases. I suppose the question is: what kinds of turn-based rules promote balanced input while avoiding mind-numbing formality? I think rounds of turn opportunities are better than rounds of turns.

I remember playing Universalis and going around the table, making sure that no one had anything to add. Hell, we didn't need to do that; I could've told you no one did by the look in their eyes. But because we were supposed to, people started making shit up, because they felt like they may as well do something. And their somethings were window dressing. It was horridly aggravating. I should have spent a coin to make a rule that the scene lead says, "Input?" and you raise your hand if you've got something.

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On 7/21/2005 at 5:49am, Adam Dray wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

I think it's important to design a role for players when it is not their turn. Players should have a mechanism to affect play for other characters or even for their own character (for example, rewards they can use themselves later, even if those rewards are earned while another character has the spotlight).

The game design should explicitly draw players into other players' scenes and not leave it up to chance or politeness. A design can invest players in every scene in the game.

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On 7/21/2005 at 7:37am, matthijs wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

Turn-based RPGs can take away a sense of group unity under pressure. If it's four players vs. the GM's deviousness, those four can trust each other and focus their paranoia on the GM. If those players alternate performing GM tasks, they might not feel so close-knit as a group.

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On 7/21/2005 at 12:11pm, TonyLB wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

Matthijs:  Sounds like a question of distribution of GM-roles, which is a variable independent of the mechanics of IIEE and turn order.

Adam:  I totally agree with you that having a mechanic for people to still be playing while other folks have their turn is key.  Otherwise, yeah, it gets boring.  I'll add further that if the interruption costs some small but noticeable resource at the same time it gives you benefits (as, frex, it does in Capes) then people are less likely to use it to continually interrupt for ego's sake, and more likely to selectively use it when they've actually got something pretty clever to say.  That sort of self-filtering can be good mojo.

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On 7/21/2005 at 12:52pm, Jack Aidley wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

Hi Tony,

I don't think Turn structure is independent of GM roles, since determining who gets to act is part of the set of GM roles. More than that, I think it's one of the most central roles in a traditional GM setup; it's through spotlighting that you control what action is happening, and how long it happens for.

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On 7/21/2005 at 3:53pm, Ron Edwards wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

Hello,

Let's talk about turns.

1. I do not know why gamer culture equates "taking turns" with "solo participation in sequence." I can't think of a single card or board game in which this is the case - when it's "your turn," the whole point is relevance to the other people and providing for responses, during one's turn. In fact, in most card games, "your turn" really means "everyone else's turn towards you."

2. The first awesome role-playing game which incorporated turns that I know of (and of course, I'm talking about turns as a constant feature of play, not "combat move sequence") is Soap. When it's your turn, you frame a scene - and if anyone else's character is in the scene, they are "seized" by the system and must role-play their characters in that scene. You could also spend coins to get into scenes if you wanted to. Ralph was not a Soap player, but Mike was a Soap fanatic, and nearly-identical rules are found as the overall structure for Universalis.

3. Most role-playing groups do use turns of the sort I'm speaking of ... they just don't realize or acknowledge it. Let's take a classical situation in which the "party" is together in an area, and they aren't in a fight, but lots of important stuff is going on. Yes, I agree that the shouting-down method is dysfunctional - which is why, in most long-standing groups, you won't observe it (in con games, more so, I think). What happens?

Here's what: turns, thinly disguised as the GM going to each person in some kind of sequence and asking for their input. Whether it goes from left to right, or criss-cross, or in some other order, or no particular order per time, doesn't matter. What matters is that everyone gets to contribute relative to everyone else, and that everyone gets to respond during each person's "go."

Go ahead, observe and reflect. Consider how you and your group play when you're using a traditional RPG with no guidance at all for timing/ordering things outside of fights, and with well-defined social skills on the character sheets. I'll betcha you'll see turns.

Best,
Ron

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On 7/21/2005 at 4:09pm, Miskatonic wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

Couldn't aggresive scene-framing by the GM be considered a de facto turn structure?

In my experience they seem the achieve the same end: killing off that dysfunctional style of play where one or two players hog the limelight while the other players (stuck in "my guy" mode) steadily lose interest due to non-participation.

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On 7/21/2005 at 5:16pm, Ron Edwards wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

Hiya,

Larry, it could be, although I'm inclined to think that "scenes" as normally construed, i.e. imaginary locales, are actually a red herring. If, on the other hand, we consider scenes more in story-unit terms ("X amount of stuff will happen to make this investment in attention-time worthwhile"), then yes.

Best,
Ron

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On 7/21/2005 at 5:49pm, Miskatonic wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

Ron,

Just FYI, I'm thinking particularly about my experience with My Life with Master and its "one roll per scene" setup. Absolutely beautiful. I guess I had assumed "aggressive scene-framing" implied the "one story unit" thing in a Forge context, but maybe it just "seemed obvious" to me.

Omnibus,

If it's cool to consider a certain type of scene-framing as turn-based, as well as the other things Ron mentioned, then I'm warming to the notion that turn structure (of some sort) may be inherent to functional play, for reasons which may be inferred from my previous post.

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On 7/21/2005 at 6:33pm, Valamir wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

For me a key contribution of turn order is a definitive structure to hang game mechanics on.  This is after all the primary reason why turns are used in board games.  Since RPGs are inherently social activities I think its perhaps by default that we look initially towards the social impact of the turn order, but honestly I find those reasons to be least compelling.

Using turn order to give shy or overrun players spotlight time is basically an attempt to use rules to compensate for a shaky social contract...something that I don't think rules are particularly effective at.

What rules ARE effective at is delivering a play experience by placing boundaries and guiding play.

I think when writing rules that focus on what a game is "about" we need to write rules with an eye to delivering a particular game experience.  Often times, those rules require a bit more structure than "traditional" rules which, as written, are largely free form with GM breaks for skills, out side of combat.  One way to get the necessary structure for the game...including non combat activities...is to organize all activities the same way that traditional rules organize combat.

Its difficult to incorporate the duration of a spell effect, or the rate of fire of a heavy weapon without providing some turn-like structure to combat which has some connection (often only a vague connection) with time.  Its not the relationship to time that is important in combat.  After all D&D got with such a fast and loose concept of time that characters could only move 120 feet in 60 seconds and swing a sword once.  Much more important than the rather amorphous definition of how long a D&D round was, was the structure that knowing who gets to go when provided to play.  The idea that a round equals a certain amount of time is really just a simmy overlay on top of the real issue which is to break play up into discrete chunks...after all, nobody cares how long a turn in Monopoly is (are those monthly rents, or annual rents or what?...who cares.) 

The round or turn structure can thus be seen to be pretty independent of "scale issues" and thus not at all limited to combat.  The idea of providing structure to play by breaking up activities into discrete chunks and arranging them into an order can be seen to be equally applicable in terms of organizational benefit to ANY aspect of play.

Its the mechanical flexibility, its the ability to write rules about non combat stuff that is every bit as specific and distinct as rules about combat stuff, its the ability to map out using rules what a session of play should look like that is the advantage of turn based (hard like Universalis, or quasi like Troll Babe) play.  This, to me is MUCH more important than any of the social issues.

Since currently its indie games that are most concerned with such things, its no surprise that its largely indie game leading the way with turn based play.

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On 7/21/2005 at 6:52pm, bcook1971 wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

I agree that turns are inherent in practice. Ralph, good call on their primary value as contextualizing a session and leveling investment of combat with other. And I appreciate the reminder about SC undermining system. Frustration can make you lose sight.

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On 7/21/2005 at 7:16pm, John Kim wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

Ron wrote: Most role-playing groups do use turns of the sort I'm speaking of ... they just don't realize or acknowledge it. Let's take a classical situation in which the "party" is together in an area, and they aren't in a fight, but lots of important stuff is going on. Yes, I agree that the shouting-down method is dysfunctional - which is why, in most long-standing groups, you won't observe it (in con games, more so, I think). What happens?

Here's what: turns, thinly disguised as the GM going to each person in some kind of sequence and asking for their input. Whether it goes from left to right, or criss-cross, or in some other order, or no particular order per time, doesn't matter. What matters is that everyone gets to contribute relative to everyone else, and that everyone gets to respond during each person's "go."

Go ahead, observe and reflect. Consider how you and your group play when you're using a traditional RPG with no guidance at all for timing/ordering things outside of fights, and with well-defined social skills on the character sheets. I'll betcha you'll see turns.


In my prior post, I was using "turns" to mean a formal ordering of the order in which people go, that is known in advance of the action.  If you broaden "turns" to just mean any ordering, well, then of course everything is going to be turns.  So revise my prior statement as being between "formal turns" and "informal turns".  An advantage of a formal turn structure is that it guarantees regular input from everyone.  An advantage of an informal turn structure is that it can be somewhat faster.  

To draw parallels outside of RPGs, most board and card games work in formal turns.  However, there are some games which are turnless (or, if you like, they have informal turns).  For example, other games like IceTowers or Nerts do not take turns.  Again, the advantage of the latter is speed.  Both of the sample games I mention flow exceedingly fast, whereas many boardgames -- even very good ones -- can slow down on a given player's turn if she isn't on the ball.  

As for my own games, I recently discussed this in my blog in Buffy vs PtA -- the point came up a little deep in the comments with John Harper.  In our Buffy game, obviously not everyone is talking at once.  But flow is extremely unstructured.  Often someone will just pipe up and we'll follow along with that for a while, and then someone else can jump in.  It is certainly not the case that I as GM am the sole gatekeeper, since at least half of the game is inter-PC dialogue.  The system provides a way for anyone to interrupt by spending a Drama Point for a plot twist -- but the default is anything-goes.  For the pacing we are going for in this campaign, I like that informality.  

That's not to say that formal turns are good, too, but I don't think it should be viewed that informal flow is inferior to formal flow.  Actually, an interesting idea would be a truly turnless combat system. 

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On 7/21/2005 at 7:42pm, Damballa wrote:
Turn-based structures in RPGs

To me, 'turn-based' structures mean Players are in placed into some rarified segment of spotlighted 'activity'; queued up in by the order-of-play.  Actors become audience for the duration; given their 'Day in the Sun'; Individuation.

There could be a Stream-of-Consciousness modernist self-referentiality to 'Turns' - the internal dialogue or viewpoint  (i.e. Woolf or Joyce) that only that a turn-based structure could allow.  

How about Twinned-turns? - players taking their turns together for extra emphasis (like double-teaming or dance partners; team sports like football plays or exercise classes)  - simultaneous actions - Collective and combined actions.

Turns could be potentially about Distorting Time.  How many split-seconds (or minutes or hours or years etc) does the PC Turn normally represent in a game?  This makes 'Turns' as Pocket universes of time - as many time-streams as there are Players in the RPG; channels of time switched between.

'Real-Times' advocates removal of the reliance on turn-based systems; for many activities in the world aren't turn-based...  I think in this context Colonel John Boyd's Conflict equation - 'Observation-Orientation-Decision-Action loop' times - could be seen as turns.

Maybe one could play around with the interactivity of 'turns'; a choice of the different kinds of Turns taken by the players -
Like using, say, a DVD Player paradigm of 'Turns' -
*Fast Forward time (at different speeds) turns...
*Slow motion turns...
*Rewind or Replaying or Repeated turns...
*Skipping to different chapters or to the End; 'getting to the point' turns...
*Pausing time turns...
*Return to Menu button?

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On 7/21/2005 at 10:15pm, ewilen wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

John wrote: To Elliot -- I'm not sure how this is different between turn-based and freeform play.  That is, players in freeform declaration also pay attention to what other players are doing, because it will affect them when they declare things as well.  The difference is that the player knows for sure when in sequence his scene will come up.  So presumably he'll pay relatively more attention right before his scene, and relatively less attention when it is a long time until his scene.  In freeform declaration, yours might be the next scene at any time -- but conversely it is never for certain the next scene.  Offhand, I can't say I've seen a real difference here in my experience.
Well, yes, it's a matter of degree. Almost no one comes to a roleplaying session to do absolutely nothing. But surely there are people who either out of shyness or disinterest (and the dynamics of the group) spend very long stretches of time while everyone else "takes turns". For example, the guy who just sits around and waits for the combat. (And note that combat is often the most turn-structured of traditional RPGs, so there's his chance to participate.)

Ron, there's widely varying amounts of interactivity in board games, from games where you can literally interrupt during someone else's "go" to games where the only relevance of another player's turn is how fast he's advancing toward victory relative to you. An example of the first is Squad Leader; an example of the second is Electronic Battleship. Luckily, Battleship has short turns, but as far as I can tell, you could just as well play out one player's entire game then the other player's, and it would have no effect on strategy. Somewhere in the middle are games like Princes of Florence--the change in game-state brought about by another player's turn may be highly relevant to your turn, but there's absolutely no need to be present or paying attention to the process of the turn.

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On 7/22/2005 at 6:32pm, Adam Dray wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

I'm thinking about the Monopoly turn thing. Part of the game is turn-based and part is not. Certainly, during a turn, a player rolls dice, moves her token, takes action based on the square she lands on, and so on. But there's also a trading aspect that isn't turn-based. Here's an older version of the rules for reference, but this really isn't about Monopoly, per se.

Players can, at any time, I believe, engage in a legal trade of any kind, including cash, deeds, houses, hotels, and "Get out of Jail Free" cards. This can lead to complications like, I roll a 10 and start to move my token to your property, and before I get there you announce you want to put a hotel on it. Is that legal? (I'll bet newer versions of the rules explicitly say that it isn't but, again, this really isn't about Monopoly.)

My point is that even board games face IIEE problems. Even turn-based board games have aspects that are not turn-based.

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On 7/22/2005 at 6:35pm, Ron Edwards wrote:
RE: Re: Turn-based structures in RPGs -- what are they good for?

Hiya,

Adam's take on Monopoly matches my own. Every "turn" in Monopoly is potentially everyone's turn to respond to the fellow who rolled and moved his piece.

Yes, I agree that board games exist which differ and are more in line with the "everyone else waits," but I don't think they are as common. I request that this thread not be flooded with examples.

Best,
Ron

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