Reynard
aka Ian Eller
I have a confession: I forget to use Clocks a lot in my games. I mean to, and I think they are a great system for tracking events or serving as "skill challenges" -- but I often just totally forget to "set" them and then I am in the middle of the session and just keep going without them.
Anyway, I want us to talk a little about clocks, countdowns, and similar tools in RPGs: which games employ them well; how to use them in games that don't explicitly include them in the rules; our experiences with using them; immediate clocks and downtime clocks and everything in between.
I am personally most interested in how folks use long term clocks in relation to events happening in your campaigns (I think these are called "Fronts" in PbtA games?). I am doing my world building and prep for a post apocalyptic sandbox game and I know I am going to want to incorporate some clocks for Bad Stuff Happening.
But there are also short term and immediate clocks, and how they can enhance encounters or adventures. And what about player focused clocks (like project clocks)?
Let's talk about it!
Anyway, I want us to talk a little about clocks, countdowns, and similar tools in RPGs: which games employ them well; how to use them in games that don't explicitly include them in the rules; our experiences with using them; immediate clocks and downtime clocks and everything in between.
I am personally most interested in how folks use long term clocks in relation to events happening in your campaigns (I think these are called "Fronts" in PbtA games?). I am doing my world building and prep for a post apocalyptic sandbox game and I know I am going to want to incorporate some clocks for Bad Stuff Happening.
But there are also short term and immediate clocks, and how they can enhance encounters or adventures. And what about player focused clocks (like project clocks)?
Let's talk about it!








