hawkeyefan
Legend
Of course the clock represents something in the fiction, but nothing of consequence happens in the fiction until it is filled. So then the gameplay becomes clock management. How many times we can afford to resist, what special armours we have, etc. Now there is gameplay there, but it is mechanical strategy, it is not volatile high stakes rollercoaster. And of course in many situations you can just bail out before the clock ever gets filled.
Sure… but Clocks shouldn’t be the only thing happening. The GM should be mixing things up with immediate consequences based on the fiction as well as maybe some long term consequences to go along with Clocks, Harm, and Heat.
I think heat is not great consequence either. It is not nothing, but it does not drive the action in the moment either. It is just minor annoyance for later, perhaps someone needs to spend a coin to use reduce heat. And I think clocks should not be any sort of default consequence, and offering them as such is a trap for new GMs.
Right, but I was suggesting Heat as a kind of safety net. Harm too, though Harm is the more immediate of the two. If the GM can’t come up with something immediate based on the fiction, or there’s no relevant Clock, and Harm doesn’t make sense… Heat is a decent last option.
As for Clocks… I don’t think it’s a trap for new GMs at all. I wish there was more and better guidance in the books on how best to use Clocks. Especially more ling term ones.
But ultimately, if all consequences just make the player shrug and say “oh well, I’ll just spend some coin to deal with that” then none of them matter. In such a case, the GM isn’t putting anywhere near enough pressure on the Crew.

