>Before he does that, I'm going to...
>Wait! I want to...
>While they're arguing about that, I...
Over and over and over again, the players preempt one another with their own actions, bidding back the resolution of any task so far that the GM inevitably loses track of what everyone's trying to do. When he asks for a summary, the players disagree about what's happening when, and the argument starts all over again, trying to cut in line and be first, and to make sure their wishes are heard and acted on before anything can actually happen in the story.
What is there that can be done about this?
>>53790582
Roll for initiative, resolve actions in order.
Alternatively tell them to stop acting like fucking children.
>>53790582
This lettering reminds me of the slutty elf comic.
>>53790582
Let it happen. If they get nothing done they get nothing done, you're not their employer, why would you care about their efficiency?
As for tracking things, write it down, draw flowcharts if you need to.
>>53790707
I Roved Out in Search of Truth and Love?
>>53790707
It's the same person
>>53790582
OSR or D&D:
I ask the group "what do you want to do?" First player to say yes does that thing. If another player wants to interupt or go first, they roll off, of we go to initiative.
If they all dither or bicker or try and decide the best course of action and there's a strict time pressure, then they take an initative penalty when they get around to acting (they hesitated, the monsters moved quickly) or I roll on the random encounter table.
Fate or Rogue Trader or Star Wars:
Let it riiiiiiiiide. It's fun to listen to.
>>53790582
Resolve the scene as if their characters were simply standing there drooling on themselves. When they get pissy about it tell them you don't have all fucking day to listen to them bicker like children on the playground so you're just going to keep the game moving along.
>>53790759
what in the hell is that gif from?
>>53790952
Wow, A Talking Fish!
https://www.youtube.com/watch?v=kmB4DfG-3K4
>>53791000
thanks.
>>53790582
Simplest way; declare intention in reverse order of initiative.
That way, the characters with lightening fast reactions get to shape their actions in response to whatever the others are going to do...
>but anon, it's not structured time/combat!
Doesn't matter.
This way if a character is going to do something "lolrandumb" later in the series of events (by effective initiative), other players may have already pre-empted the outcome through their own character's actions, or at least managed to limit the potential problems that follow