Let's Talk About Clocks, Countdowns, Etc...

To build tension, I just roll dice (for no good reason and make noise). Players ears perk up. If they ask, I say, 'something happened' or I say 'nothing' smiling or 'you'll see'. Once in a while I follow through with an encounter but most of the time I don't.
 

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I don't know what to tell you. Those are my experiences with using clocks in the open like that sometimes. So I pick and choose between when clocks are open, when they are hidden, and whatever in between works at the moment.
your experience was that players did decisions in a different way than if you would describe the narrative pressure? how did you test that? And did I understand correctly, that you still use clocks you just dont show them? If so, why do you use them at all what is the benefit for you?
 


your experience was that players did decisions in a different way than if you would describe the narrative pressure? how did you test that? And did I understand correctly, that you still use clocks you just dont show them? If so, why do you use them at all what is the benefit for you?
If you re-read the quote you posted, you'll see that what I said is I use them how they seem most beneficial at the time: sometimes open, sometimes hidden but described, and sometimes behind the screen just for me.
 

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