Bedrockgames
I post in the voice of Christopher Walken
I'm not familiar enough with the clock mechanism in PbtA games but from the little I've read on these forums it's reminds me of the Living World concept of some Trad games.
As I understand it the difference being that clocks are a technique/procedure (i.e. structured) and may relate to 1-2 items progressing whereas the Living World is governed via DM fiat and it incorporates 1000's of imaginary clocks so the mechanic cannot be player-facing.
From those who know/understand both the technique and the concept, is that a fair assessment?
A lot of living world GMs rely heavily on tools for managing things and some of them even look something like clocks. Factions are a big part of living world play and abstracting things like conflict between them becomes necessary sometimes. I lot of the tools in living world is about the GM choosing not to simply decide something but instead defer to a random method of some kind or some other approach. Generally living worlds are not going to do the player facing thing. I have a bunch of tools I use for example to handle things like sect conflict and grudge encounters. In theory a GM could run a living world sandbox as pure fiat*, but most wouldn't do that. And I would again say something like rulings, which is very central to sandbox at this point, is outside fiat. I understand some people would fold rulings in with fiat, but I tend to think of fiat as more about the GM deciding outcomes rather than deciding which mechanic to use to figure out the outcome (once you make a ruling and decide on a mechanic, the outcome is out of the GMs hands at that point).