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« on: June 10, 2014, 05:05:50 PM »
Nicely said, @Borogove. It's difficult for me to imagine a situation where the fiction hasn't established one character already doing something that the other reacts to, or already having an advantage (whether positional, situational, emotional, tactical or psychological). It would have to be uncallably close, and very specific circumstances for me to even feel a need to roll this.
Imagine character A with a holstered gun sneaks into character B's bedroom to steal the keys which are on the foot of the bed. But the doorknob squeaks and character B is a light sleeper with a gun under the pillow. Imagine that the players both say "I want to draw, aim and fire" at the exact same moment. What should the MC do?
I still don't feel I need an initiative roll. First, I'd tell them "Okay, you both rapidly draw your weapons and point them at each other." Then I'd ask them some questions to figure out what's really happening here. The players are collaborating in this fiction too, dig?
"Character A, do you actually intend to shoot character B, or are you more interested in just getting the keys?"
"Character B, do you actually intend to shoot character A? Or was that just a reflex and you're surprised to see who it is? Or do you just want to make character A leave your room by threatening to shoot?"
It doesn't really matter which order you ask them in, because either way, the answer of the first player asked will tend to be echoed by the second. (And if it isn't, then you've got some awesome players and powerful drama is coming your way!) If it's anything other than "both say shoot", the next roll will probably be a Manipulate.
If they're both actually intending to shoot, then this is a Seize by Force and there will be an exchange of harm. Which one is seizing? I'd say the one coming in. Why? Because this is not a game of micromanagement over microseconds of positional combat scenarios. There are other games for that. I'm backing up. I'm reading “seize something” broadly as the game instructs, and the thing character A is seizing is the keys. For character A, that was the whole point of this scene in the first place. This gives me ONE ROLL to determine the outcome, instead of getting all crunchy with stuff the system isn't designed to support anyway.