overgeeked
Open-World Sandbox
I absolutely love clocks and use them as often as possible. Anything that takes more than one roll is a clock as far as I’m concerned. Anything that takes more time than “now” or “instant” is a countdown as far as I’m concerned. They’re just ways to organize and keep track of things behind the screen. But, if you skip or skimp on the narrative, clocks absolutely feel wrong or off or too mechanical. So don’t skip or skimp on the description. Clocks are a fantastic tool and I wish more games would use the hell out of them.Slightly steering off topic but I am interested in more talk of Clocks. Have you guys experienced over-using Clocks?
When I read the official Cowboy Bebop rpg, I found it all too clock focused. Every action's success or failure ticks one clock or another. It felt too much disconnection from the fiction when usually I want some more description. Since reading that I am more thoughtful when GMing and in my own design work on how frequent to use a Clock vs narrative impact. I kind of want to run Cowboy Bebop just to see how it is in play.
Has anyone else felt the same?
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