Outpost is being reworded in the 2nd edition - see Shuffle it's implementation. Bob takes the 3-card turn, then the normal turn.
Is there somewhere I can access the new wording, given that I'm not a paying subscriber of dominion.games? If not, could you post the wording here?
Bob would first take a 3-card Outpost turn, as part of the resolution of the Outpost played while he was being Possessed. That concludes the effects of the Possession turn; it then moves on to Bob's normal turn.
Is there some line of reasoning that leads to this conclusion? Some set of principles being applied? Since your conclusion is different from mine, assuming you're right, my assumptions and/or deductions must be wrong; how/where?
However, if you had throne'd Possession then played Outpost at the end of the second one, it wouldn't do anything because you had already taken consecutive turns (through Possession).
I assume the first 'you' means Alice and the second 'you' means Bob, since it's Bob who's taking the Possession'ed turns; if so, then what you say matches my understanding of the rules and cards.
Here's the way that I think of it: each player has an extra turn queue. Every card that gives extra turns just add to the extra turn queue. At the end of the turn, you look at the extra turn queue and do any of them in player order. If there are multiple, the player gets to choose.
So, some implications of that: if Alice plays both Possession, Outpost and Mission on her turn, Alice chooses whether the Mission or Outpost turn happens next; in either case she will have a 3-card starting hand in that turn (because the drawing happens in the modified cleanup phase of the turn in which P+O+M are being played).
Then... I'm still not sure how Outpost works, so I'll say that
if there's a second extra turn, it must be taken before the Possession'ed turn. Then the Possession'ed turn happens, then Bob's normal turn (if no more extra turns are introduced.)
Is that right?
Also, choosing between multiple extra turns is a thing that makes sense, because some of them might have restrictions attached to them (if they're Mission turns). I think Mission-turn-or-not is the only thing that characterizes a turn before it happens, so instead of a queue you might as well have two counters and choose which to decrement, agree?
Well, actually, this gives me an interpretation of Outpost that matches Jack Rudd's claims: it adds a turn to the extra-turn-queue of the player who played it, if and only if said extra-turn-queue is empty.
Implication: if you play Outpost before Mission you get to take three consecutive turns, but if you play Mission before Outpost (I think Villa might be necessary) then the Outpost does nothing (except cost you cards, depending on edition). Agree?