Let's talk about "plot", "story", and "play to find out."

You can telegraph that the clock has ticked, but realistically it is pretty hard to constantly telegraph at which point of a six segment clock you're at. The players just know this by looking at the clock, thus decisions made based on that are somewhat meta.

Not for me! Again, I don’t really use danger clocks all that often; once per mission generally. But I’ve never had a problem reflecting what the ticks mean, and how Resistance / Pushing moves the needle back.

So uh. That’s your opinion, my experience doesn’t match.
 

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You can telegraph that the clock has ticked, but realistically it is pretty hard to constantly telegraph at which point of a six segment clock you're at. The players just know this by looking at the clock, thus decisions made based on that are somewhat meta.
The point of the clock is that you don't need to telegraph it. Most of them are player facing.
 



Not for me! Again, I don’t really use danger clocks all that often; once per mission generally. But I’ve never had a problem reflecting what the ticks mean, and how Resistance / Pushing moves the needle back.

So uh. That’s your opinion, my experience doesn’t match.

OK. So how do you telegraph the difference between getting a third vs fourth tick on a six segment clock?
 

Ok, well I think we've firmly established where we are at. You think that nothing about AW was new or novel. You are welcome to that view point. It's wrong, but life is like that sometimes.

I literally did not say that. But I also do not think that creatives and designers come of with their ideas fully independently of the prevailing trends and practices on their field.
 




If you'd played the game you'd know how silly this question sounds.

I have played the game. Answer the question.

The point of the clock is that you don't need to telegraph it. Most of them are player facing.
Well, maybe re-read my description then. It's not meta. There is nothing about that clock that escapes the setting and the current state of affairs.

This is non sequitur. Yes, it is player facing, but for the decisions based on it not to be meta, the information it presents needs to be known to the characters, not just the players. So how do the characters obtain this information?
 

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