I am developing a Narrative Initiative System for use in my games, and one of the things I do despite the initiative system is to separate combat action hotspots into what I call "Frames." If you have a fight where two people are dueling with lightsabers and the others are engaged in a shootout, I separate those into two separate combats. The reason I do this is because I find that in games where there is one combat situation for all characters and a You Go, Now I Go initiative and action system there tends to be a mass battle effect in every fight (all combatants engaging in a chaotic manner, and with no sense beyond the immediate turn of what is actually happening). Big battles or barfights are generally where I want that feel , but for other fights I like to shape the action of the fight by having the "camera" focus on elements in a purposeful way.
I like the idea that someone posted in another thread about running characters in separate places in the session because it mimics the way that the action in the movies often happens. Has anyone had it occur where those two or more sub-groups of characters have actually been in combat in two separate places at the same time? So in essence, have you ever run two separate combats at the same time? Maybe starfighters with Group1, Ground combat with Group2? If so, how did you divide the time (Group1-Round1, Group2-Round2 or Group1-Rounds1-4, Group2-Rounds1-3, Group1-Round5)?
I have done it a couple of different ways but I tend to like where the other fight is progressing but not to any substantial (no damage or mechanical effect) way so that all the action seems to be progressing rather than stop/go. How do you handle concurrent combats? Thanks for any input.