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Magic University
Face the fantastic at the Magic University in this YA adventure.
Steampunk
Fear the Light
Fight the frontier in this Weird West one-shot.
The Contract
Play a crew of bloodthirsty, elite assassins.
Ride the Lightning
Brave battle trains on the rail to Red Mountain.
Posted June 16, 2025
There's always been a tension in system design between quick, fluid action in play and immersive, tactical depth. This is because the more crunch we add in order to better simulate what's going on in the fiction, the more time it takes to resolve that crunch, which may in the end have the opposite effect than intended.
Classic initiative order, where each of us rolls to see who goes first, is the simplest response to designing around the bottleneck that arises in any RPG that has a GM: that is, the GM can only put one person in the spotlight at a time, and as a consequence can only resolve one PC's actions at a time, because the nature of the RPG is a conversation with a natural back and forth. We can't talk over each other, and we can't have multiple spotlights without multiple GMs.
After some playtesting, we've landed on a middle ground that's a balance between tactical play and fluidity. These were our goals in redesigning initiative for OSR+:
So, given all that, we've landed on a slight modification to initiative that involves the introduction of chain reactions and the ability for anyone to act in any order:
And two key rules:
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