is basically immersion vs dramatic irony. Dramatic irony works in TV/film because the audience is completely separate from the characters, but in RPGs the character's performer is the same person as the audience member at the same time, so many (I suspect most) players don't really experience that dramatic irony which is why you observe it resulting in players approaching clocks mechanistically. It's rooted in the same differences of playstyle as player stances.
I was talking about there not being a difference in what the character knows versus the player or audience. That clocks represent what the characters can observe or intuit.
While conventional wisdom is that clocks shouldn't be used for HP, HP would just be a tug-of-war clock. Harper did just that in one of the actual plays he ran. They may have been named "defences" or the like, but they were tantamount to HP in play. Now, it was also a fantastic demonstration of why clocks shouldn't be used for HP in a game like BitD because, hoo boy, was it like pulling teeth (doesn't help that Harper is an incredibly dry GM).
Well, my criticism of the comparison to hit points is more about the typical approach of being hidden from the players (those of enemies, at least). But why? Can my character not see that the orc is wounded? If hit points aren’t meat, then can I not tell that he’s getting winded or otherwise worn down?
They’re not a good comparison because we can’t even agree on what hit points represent other than a general attrition to being closer to death. But the way they function in play is not really anything like the way real life works.
With a clock, it is representative of a specific thing. When this clock fills, the guards will be aware that we’re here. If we make a mistake or otherwise draw attention to ourselves, we’ll be closer to discovery.
Yes, a clock can be used in a way that would function similarly (and there are some Forged in the Dark games that do this), but again, this would be best portrayed by progress toward the goal being described as the clock fills.
In my experience, this is very true. The more info players have the more they will approach it in gamist terms. "Well, that village is definitely in trouble, but we got at least three ticks until we have to worry about it..." I like to avoid that kind of thinking. Though, there are lots of things I remove to stop it, like XP for example.
But might there not be a time when the characters (and therefore the players) need to make such a decision? The town is burning… but outside of town, the orcs are heading off with the duke’s daughter as a captive… what do they do?
Should the characters (and therefore the players) not have any sense of how far along the blaze is? Or how soon the orcs might be beyond reach?
I don’t know… such a decision doesn’t seem purely gamist to me?