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General Tabletop Discussion
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How often are your stories on a clock?
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<blockquote data-quote="TheHand" data-source="post: 8622787" data-attributes="member: 88835"><p>I prefer to use organic interruptions to discourage overly restful PCs rather than ticking clocks. By this, I might use random encounters, noises, bad dreams, or dangerous environments to keep the adventure moving. </p><p></p><p>Where I have used a ticking clock, I usually have a notecard where I tick down a list of outside events going on while the party snoozes. It's not a hour-by-hour timer, but it might be things like, "Lord Evilman will find the Orb." "Lord Evilman takes the Orb to MacGuffinton." "Lord Evilman begins the ceremony." etc</p><p></p><p>I've also heard of the random dice counter, where you periodically roll dice and remove 1s and when there are no dice left the doomsday clock is over. I haven't used it myself, but it sounds fun to try.</p></blockquote><p></p>
[QUOTE="TheHand, post: 8622787, member: 88835"] I prefer to use organic interruptions to discourage overly restful PCs rather than ticking clocks. By this, I might use random encounters, noises, bad dreams, or dangerous environments to keep the adventure moving. Where I have used a ticking clock, I usually have a notecard where I tick down a list of outside events going on while the party snoozes. It's not a hour-by-hour timer, but it might be things like, "Lord Evilman will find the Orb." "Lord Evilman takes the Orb to MacGuffinton." "Lord Evilman begins the ceremony." etc I've also heard of the random dice counter, where you periodically roll dice and remove 1s and when there are no dice left the doomsday clock is over. I haven't used it myself, but it sounds fun to try. [/QUOTE]
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How often are your stories on a clock?
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