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The Endlessness
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At a table· VI

Whose turn it is

How the Dungeon Master decides who acts next when several people are playing.

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A harbour crowded with ships, where a party might gather

How do turns work in multiplayer?

Outside combat there is no fixed rotation. After each beat the Dungeon Master either stays with the player who is mid-exchange or turns to whoever the scene now addresses, and failing that, to whoever has been quietest. In combat, rolled initiative takes over completely.

This is the question every group asks before their first session, and the answer is more interesting than a queue.

Out of combat: the spotlight

The Dungeon Master reads the scene and decides, after every beat, whether to stay with you or turn to someone else. It stays when you are visibly in the middle of something: an NPC asked you a direct question, you are halfway through haggling, the conversation is yours. It turns away when the scene moves to another hero, and when nobody in particular is owed the moment, it turns to whoever has spoken least.

In other words, it does what a good human Dungeon Master does. It lets you finish your sentence, then deliberately gives the floor to the person who has not had it in a while.

Can one player hog the spotlight?

No, and the limits are enforced rather than encouraged. Nobody holds the spotlight for more than three consecutive beats. Once any player has been waiting long enough, the next handoff is forced to them regardless of what the scene wants. And writing an instruction into your action does nothing.

There is deliberately no numbered running order anywhere in the interface, because there is not one to show. Turn order outside combat is a judgement about the scene, made fresh each time.

In combat: rolled initiative

The moment a fight starts, all of that stops. Everyone rolls their own initiative, and nothing advances for anyone until every player who is present has rolled, so a fight cannot start without you.

When it becomes your turn, the game tells you which of three things it wants: your action, a roll you owe, or your initiative. Your phone buzzes. If the tab is in the background you get a notification. Your hero's card at the table is outlined, and the outline moves the instant the turn does.

What happens when someone wanders off?

Real groups have real lives, so there are four escapes and none of them needs the host to be awake. The player is reminded after a few hours. After a day, any member of the table can pass them by. They can mark themselves away. And skipping your turn outside combat is free.

  1. A reminder

    After a few hours, the game reminds the player that the table is waiting on them, naming what it needs: an action, a roll, or initiative.

  2. Anyone can pass them by

    After a day, any member of the table can skip an idle player. Not just the host. That is deliberately the escape hatch for an absent host, who cannot leave a table and can only close it.

  3. Mark yourself away

    Your hero stays in the story and the Dungeon Master runs them. While you are gone they cannot be killed, and their saves and initiative are rolled for them.

  4. Or just skip

    Passing your turn outside combat is free and spends nothing. In a fight, passing is an action the Dungeon Master resolves, so it costs a turn like any other message.

How do you get people to the table in the first place?

Two ways, and one of them is regularly misread. Send a share link, or type the email address a friend signs in with. Nothing lands in their inbox either way: the address is only how the game knows who you mean, and the invitation simply appears in their app the next time they open it.

Can the Dungeon Master read our party chat?

No, and not as a matter of policy. Party chat is kept somewhere the storyteller has no way to reach, and a test enforces that nothing in it can. The app says so in exactly these words: the DM can't see this chat.

Plan an ambush in it. Complain about the dice. Argue about whether to trust the nice man with the map.

The spotlight.
Whose moment it is outside combat. The Dungeon Master decides again after every beat, nobody holds it for more than three in a row, and the player who has spoken least gets it when the scene owes it to nobody in particular.
Initiative.
The rolled order inside a fight. Nothing advances until every player who is present has rolled, so a fight cannot start without you.
Away.
A flag you set yourself. Your hero stays in the story and the Dungeon Master runs them: they cannot be killed while you are gone, and their saves and initiative are rolled for them.
Passing.
Skipping your turn. Free outside combat. Inside a fight it is an action the Dungeon Master has to resolve, so it costs a turn like any other message.

Can players fight each other?

Yes, and both heroes fight from their real sheets rather than from an invented copy. Only the two named heroes are in it; everyone else watches.

A hero brought to zero hit points by another hero is knocked out, never killed. One player's dice can never delete another player's character. That is enforced in the rules engine rather than left to table etiquette.

What everyone shares, and what they do not

A hand-drawn map of the known Armisian world, from Athregal to Ziramat
One map for the whole table. Your gold is still yours
Shared?
The story and every word of narrationYes, one transcript for the table
Quests, NPCs, locations, world stateYes
Experience and party restsYes
The campaign notebookYes, one notebook for everyone
Inventory, gold and itemsNo, per character
Character sheetsReadable by the table, writable only by their owner
Party chatPlayers only. Not the Dungeon Master

The Story Continues

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