I was hoping to get some opinions from some more experienced players of WFRP3 regarding the idea of utilizing some sort of a declaration phase during each round, or at least some rounds.
My background as a GM and player is with Warhammer Quest back in the day. I have picked up the hobby again and purchased the core set many months ago and have been able to play a few games online with the google group.
Now, I understand that it is a totally different game, and I LOVE the new mechanic, but I have noticed that there exists a lack of cohesion in terms of tactics and movement and strategy when it comes to fighting, exploration and social encounters.
Is it my inexperience, and that is sort of the way in which the game is played now, or is the group as a unit just inexperienced with playing with each other?
One of the things that came to mind to help resolve this was an old Warhammer Quest rule: During the "Hero's turn" there was a Declaration Phase.
Each player basically stated what he wanted to do or accomplish during his turn in reverse order of the initiative so as to give the players that were going before him the chance to react to what the 1st player wanted to do. In other words initiative 4 would state 1st, then initiative 3 would state 2nd and so on.
I thought perhaps a semi- declaration phase, like the one mentioned, would work well, still allowing players to "take" an initiative slot out of turn if they felt it would help the party, but at the beginning of the round have the players state, in general terms, what they intended to do before they actually do it. An added bonus to this would be a subliminal reminder to the player that he can go ahead and start putting together his dice pool for the actions he wanted to perform in that particular round. It would also help the players engage in more conversation amongst themselves.
Thoughts on using this?? Would it "mess up" the game for the players or help a little ??