I have a particularly good group when it comes to this sort of thing, so my advice may not apply. In those situations where it's applicable, I announce an "open movevment" phase. What this means is that players are, generally speaking, able to move their characters wherever they want without 'hard' limit. I ask them to PLEASE move no more than a double-move at a time, then give me and the other players to catch up with them. I also let them know that when I say stop, I mean STOP! right then, right there. I sometimes have to move a token or two back a few steps, but for the most part this system is simple and open enough that it works. However, there are times when the party will all suddenly split up, going in all different directions, and revealing too much stuff at once. If I am foresightful enough to see one of these situations coming, I'll drop to "turn movement", and force each player to wait until their next turn. This is not rolled for initiative or anything, but rather I'll pick one or a group of players, focus on them, then pause things and ask the other players "ok, while they're doing that, what are you doing?" This keeps things moving, but is of course much slower. And of course, when it gets right down to the nitty-gritty where every second passed and every square moved count, that's when I break out the Turn Order window and initiatives are rolled. Ideally, I would keep the entire game in either Initiative or 'turn movement' phase, but that can really slow the gameplay down when there's not a lot going on. I'm also generous in letting players who aren't well-positioned get close to the action, if they need to, when something interesting happens, so it doesn't always make sense that the dwarf with movement 20 is right next to the elf with movement 40 when the ambush happens, but hey... I'd rather have fun than follow the rules any day! Just my two coppers. -Phnord PS: Yes, Aaron, that's also a great idea. I use it sometimes, primarily in larger maps like overland and what-have-you.