I'm wondering about how players view the act of taking an action during another player's turn.
I would think that the full range of one's regular turn options couldn't be done at any time (this would negate the whole mechanic of having turns, and isn't really what I'm trying to get at), but certain "reactionary" measures to hinder another player or lessen the impact of that move on oneself would be an interesting thing.
The biggest example of this I can think of is in Magic the Gathering:CCG, where players are allowed instants and interrupts - where players resolve them in reverse order. But I'm wondering if people have used different methods than this and how viable this is for 3 and over players in a game.
And how would this work with different genres?
Racing games "slowing down cards" makes sense.
In resource games - plagues or rot or something?
etc.
Examples of games you have personally worked on that incorporate elements of "interruption" would be good to hear about, because I'm thinking of an "epic wargame" but I want players to have certain actions allowable without waiting for their turn to come around when it might already be too late to be useful (thinking 2-6 players).
My fantasy strategy wargame Tyrant, includes an element just like you described. One option players have is to spend one action on their turn mixing potions and getting these "potion" cards. The advantage to potions is they can be played during anyone's turn and do not cost any actions to use. So the effect in the game is someone could be making a move and suddenly a different player could lay down a potion which creates a tornado and blows his army in another direction, or an explosive which blows up some of his troops, etc. The interesting effect this creates is all players with cards feel constantly involved in the game, even when it's not their turn to take actions. They feel like at any moment they have the potential to alter the gamescape or effect it in some way. This has been a longstanding flaw in wargames where players basic wander off waiting for their turn to come up, or while two players engage in a die rolling slugfest for 30 mintutes while others fall asleep. The answer to your basic question is that using a mechanic like the one you described creates a tighter sense of immersion in the game and helps players feel involved when it's not their turn.