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  <title>Downtime, August 2010: Initiative</title>
  <description>Downtime:&amp;amp;nbsp;&amp;amp;nbsp;Initiative systems in role-playing games are something abstract and strange and full of weird anomalies and holes, possibly the hardest part of a role-playing game rule system to get right. &amp;amp;nbsp;This week, Shane, humbug, Liam, Dizzy and Cillian take a look at the complexities and pitfalls of the concept in general and some specific games, eh, specifically. &amp;amp;nbsp;Features:&#13;
&#13;
Roll initiative!&#13;
Dungeons &amp;amp;amp; Dragons&#13;
Cyberpunk&#13;
Warhammer Fantasy Roleplay&#13;
Lethality and initiative importance&#13;
Shadowrun&#13;
Twilight: 2013&#13;
Ars Magica&#13;
Call of Cthulhu&#13;
Movement and initiative&#13;
Multiple actions&#13;
Heavy Gear&#13;
Deadlands&#13;
Vampire: The Requiem&#13;
Dragunovs do indeed take 10-round box magazines&#13;
Round-the-table initiative&#13;
Traveller&#13;
Cyclical versus rolled each round&#13;
Who shouts first&#13;
Combat stress via GM&#13;
&#13;
Discuss this episode on IrishGaming.Com!&#13;
&amp;amp;nbsp;&#13;
&#13;
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