True World RPG

Standard Turn

A modular rule the defines what a character is allowed to perform during a single turn within a round.
The "standard" turn is provided as a modular rule to make it easy to customize the game. It supports changing the scope of what player characters are allowed to do during each turn in a turn order.
The default allows a character to perform each of the following activities within in a single turn:
  • Movement: Characters are allowed to move to a nearby location. Depending on the type of scene and situation, movement might be across the country, across the city, across the street, or just a few feet away. During combat encounters, it will typically mean the distance a character can sprint in a few seconds, or within the same zone (if using zones to divide the scene). The director always has the final decision on what is appropriate for the story. Moving a greater distance during a single turn requires sacrificing the remainder of the turn.
  • Object Interaction: Characters can perform one interaction such as reaching into a carried pouch or pack to retrieve an item, making a short verbal utterance or visual gesture to another character, or interacting with a physical object in the scene such as opening a door. Interacting with multiple objects requires sacrificing the remainder of the turn.
  • Social Interaction: Characters can perform one limited social interaction such as making a short verbal utterance or a simple physical gesture.
  • Actions: Characters can perform a single action, towards a single target, within range.
  • Boosts: Players can invoke one or more boosts as long as the relevant constraint for each boost is satisfied.
Distance and Range
By default, characters can move nearby, and perform an action within range. The game system does not contain specific rules that prescribe specific distance measurements for movement or types of actions, or range properties related to gear (such as weapons) or powers (such as magic spells).
In general, actions should be permitted against targets who are nearby and that can be sensed and targeted (by natural or artificial means) by a character. For an unarmed strike or a melee weapon, this would be based on available movement. For a ranged weapon, this might be based on common knowledge of weapon accuracy relative to maximum range of the type of weapon, with a penalty such as disadvantage for longer distances.

Customizing the Standard Turn

Below are some examples of how to customize the standard turn to make it better fit the story or player preferences:
  • Movement: Are you creating a story about mechanoid marines fighting in space? Maybe everyone in your setting can fly or move really fast. Maybe you are playing ethereal spirits not constrained by the limitations of space and time. Define specific movement rules as necessary to fit your story.
  • Social and Object Interactions: Tracking the specific number of social and object interactions a character can perform may seem tedious or unnecessary. If this rule doesn't seem fun or worthwhile... drop it.
  • Actions: Performing a single action during a turn can help keep the action flowing and minimizes the time players have to wait between turns. This can help keep everyone engaged in the scene. It can also be frustrating for some types of players with experience playing games that allow them to do more on a single turn. To accomplish more per turn, increase the number of actions a character is allowed to perform during a single turn.