One of the most ingenious rules in the SWRPG cores is the way they handled putting Slots in for initiative rather than binding results to characters. There are a lot of reasons why this is cool, but the greatest of them to me is the way it allows the combat sequence to have some narrative sense. In most random count off Initiative systems you get actions out of sequence with the "camera" or the focal points of the action. Characters go according to the number value, not according to the action.
This can produce some counter intuitive resolutions at times. I know I have seen many times when a character is having a one on one fight to the side of the main battle and an ally will get a better initiative and come in and hit the Enemy for the last 2 points of damage killing an enemy that the other character had been essentially dueling with for several rounds. It's cool to help a friend and all, but that always feel a little cheap to me, always feels like the character who was invested in that combat diad got robbed by the other guy getting a better init score.
I am putting together a Narrative Initiative house rule but I am interested to hear how you guys use the slot system to try and preserve the narrative of the action in your games. Do your players go along with you, or do they generally just front-load heavy hitters to try and knock the weak enemies out fast, or have the guys who are likely to give boosts and setbacks go first to tee up shots?
Yeah so, the actual question is: How do you personally use the Slots to try to make a coherent narrative?
Edited by Archlyte