(oops, this was supposed to be a reply to my last post. Sorry.)
Thanks, everybody, for your responses.
Joethelawyer:
"Question then--how did you determine who did what in which order within the group? Do you group actions according to missile/melee/spell with actions needing to be announced before initiative is rolled?"
It depended on the individual DM. We pretty much went around the table: What do you do, Bob? What do you do, Frank (and, often, would go around the other way the next time). Other guys would go: Okay, any movement? Andy missiles? Any magic? Okay, melee. (I think that was the order). So a little of both, really, but nobody felt left out or passed over. We each got to do something when it was the group's turn so it worked out.
But we all moved at the same time, so it was pretty easy for a few of us to gang up on whatever bad guy needed it most. Or whatever. I recall that a round would go pretty fast, even with a 6-10 players, each having 1-3 characters and henchmen.
Shimrod:
"It's more simulationist..."
You say that like it's a good thing.
"Your example of play is an example of bad/incompetent play."
See, now this is an example of busting on my example without giving one of your own. And I specifically asked you not to do that. Please give an example of good play, instead of just criticizing an example I made up while waiting after work for my ride to get there so I could go home. (Which is why I asked for a counterexample in the first place.)
D&D and Traveller
4 hours ago