Initiative tracker
Collect the rolls. Keep the turn order clear.
GM Console's initiative tracker starts with the seats around your table and follows the encounter one turn at a time.
Create your account →Start in seating order.
When several players call out results at once, it is easy to lose track of whose roll you still need. Arrange the campaign's seat cards to match the group, mark anyone who is absent, and collect initiative around the table.
The entry flow prompts for each participant in that seating order. Type the results from your group's dice rolls, check the numbers, and start the encounter when the table is ready. Registered members and guests can both be part of this process.
Turn results into a shared order.
The encounter sorts participants by initiative. For tied results, the game uses its initiative attribute where available, with seating order as a further tie-break. The GM can correct an initiative value in the tracker when the table needs an adjustment.
Add enemies when you need them rather than preparing a separate list before every scene. Their initiative places them alongside the party in the encounter.
Give the next player time to prepare.
Advance through the order from the GM's controls. The current participant is highlighted, and connected players receive a clear indication when it is their turn or they are next. Keeping the order visible helps everyone plan while another character acts.
Use it with the way your group rolls.
GM Console records initiative results; players can continue rolling physical dice or using their preferred dice tool. The GM controls the pace and decides when a turn is finished. Hit points and conditions are available in the same encounter, so you do not need a separate screen for every piece of combat bookkeeping.
For a table using one device, the GM can read the order aloud. Players who want their own view can keep the campaign open in a connected browser.
Make the beginning of combat a clear handoff.
Before collecting rolls, describe the situation in a few concrete details. Where are the characters? What danger is immediately visible? What is changing right now? Players can make better first decisions when everyone shares the same starting picture.
At a flooded causeway, that might be: the wagon is halfway across, water is rising around its wheels, two raiders are approaching from the far bank, and the driver is trapped beneath the harness. That introduction offers goals beyond simply finding a target.
Then collect initiative in seating order. Ask for a result, confirm the name, enter the number, and move to the next seat. A consistent rhythm reduces interruptions and makes it easier to notice someone who has not rolled yet.
Use the next-turn signal as a friendly prompt.
When a participant is up next, give them a moment to look at the scene and prepare. The goal is readiness, not pressure to commit before the current turn has finished. An ally's action may create a new opening or remove the option they were considering.
If someone is uncertain, summarize two obvious possibilities and invite another idea. “You could help the driver or move toward the raiders; what are you trying to achieve?” is more useful than asking a new player to master every available option under a timer.
Resolve confusion while it is small.
If a number was entered incorrectly, correct it when you notice and explain how the order will continue. If someone missed their cue, pause briefly and make a fair ruling with the group. A tracker makes information visible, but the GM still handles the conversation.
When tied results occur, be clear about the ordering your table is using. GM Console has its own tie-break behavior; if your group's rules or preferences call for a different outcome, use the available initiative controls to keep the displayed order consistent with the decision.
Have the next turn ready.
Bring your party together in GM Console.