I want to talk about this sort of clock specifically, mostly because I do not like it as a layer facing clock. Or, rather, I do not want the players to know how many ticks are left. I DO want them to know the clock exists, and I am even okay letting them know when they have pushed to closer to filling or given themselves some breathing room. But in the same way that I don't want to tell them how many hit points the monster has but I will communicate things like "bloodied", I think the tension of them not know exactly how much time they have left is valuable and makes play more fun.
It may. This is often cited as one of the main reasons to keep information hidden from the players.
But do you think tension vanishes with knowledge? I don’t think that’s the case at all. There may be a shift in the kind of tension… the tension of the unknown versus the tension of a countdown… but clocks provide tension, they don’t remove it.
I mean, at their most basic, any countdown is effective because it’s known. Because the observers can count along and know that in 10 seconds it’ll be the new year, or in 30 seconds this bomb is going to explode, and so on.
Yes, you can obscure that information and still manage some form of tension… but it’s generally a different kind of tension. If what you want is a different kind if tension than what a countdown provides, then the question is, why use a countdown?
There may be reasons to do so… but very often, there are reasons to stick with the tool you’ve chosen to use.
So, to look at the example of an infiltration and a clock representing “guards alerted”… I think there are a couple things to consider here. The first is that, as presented in Blades in the Dark, the amount of ticks applied to a clock will vary depending on the fictional circumstances and the outcome of a roll… so the idea that there is certainty in when a clock will fill is most often not the case. Second, if a GM wants the players to know there’s progress happening (your
“I DO want them to know the clock exists, and I am even okay letting them know when they have pushed to closer to filling or given themselves some breathing room”) then I’m not sure what’s to be gained by describing that, but shying away from a visual representation.
This is why my suggestion to any GM looking to use clocks in play is to make them player facing. Let them inform your narration and the thrust of play. Yield some amount of control to them. See how that can ultimately enhance play.