Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9853300" data-attributes="member: 42582"><p>I've never played BitD, and don't know it super-well, but thought I'd have a look at what the rules say about <em>clocks</em>: <a href="https://bladesinthedark.com/progress-clocks" target="_blank">Progress Clocks | Blades in the Dark RPG</a></p><p></p><p>This seems like it's relevant to the current conversation:</p><p></p><p style="margin-left: 20px">Remember that a clock tracks progress. It reflects the fictional situation, so the group can gauge how they’re doing. A clock is like a speedometer in a car. It shows the speed of the vehicle—it doesn’t determine the speed.</p><p></p><p>There is also this:</p><p></p><p style="margin-left: 20px">Generally, the more complex the problem, the more segments in the progress clock.</p><p></p><p>But presumably, for clocks that represent a threat/danger rather than progress, the opposite is true: the more pressing the threat/danger, the fewer segments in the clock. As the rules say, </p><p></p><p style="margin-left: 20px">In this case, when a complication occurs, the GM ticks one, two, or three segments on the clock, depending on the consequence level.</p><p></p><p>So if the GM starts ticking off a four-segment clock, the players know that the heat is pretty hot! Whereas if it's an eight-segment clock, they know that they have a little bit of breathing room. How do the character's have this knowledge? They're there, in the thick of it, exercising their full cognitive and sensory capabilities.</p><p></p><p>(Of course there's a degree of contrivance/lampshading there. That's the same as any RPG where the players know that their PCs have some sort of mechanical "buffer" against total devastation at any moment - like hit points in D&D, the "will to live" in the BW family of games, the harm system in Apocalypse World, knowing that one rifle shot can't kill my Traveller character who has 7+ in STR, DEX and END, etc. Clocks don't seem to raise any <em>new</em> issues in this respect.)</p><p></p><p>When the threat/danger clock is full,</p><p></p><p style="margin-left: 20px">the danger comes to fruition—the guards hunt down the intruders, activate an alarm, release the hounds, etc.</p><p></p><p>The relationship between this, and the ticking, seems a little bit like that between the individual action declarations in a Torchbearer 2e extended conflict, and then establishing the final consequences once the conflict is over: the fiction that is narrated with each tick is what then establishes the nature of the consequences when the clock is full.</p><p></p><p>And it also seems like it would create the context for actions that "untick" the clock: Like, if the clock is "the guards release the hounds", and one of the ticks of the clock (as it approaches full) is "the guards go to release the houndmaster", then (say) locking the houndmaster's door and throwing away the key might be an action that "unticks" the clock.</p><p></p><p>Those who know the game better than me can of course clear up any error/confusion in the above, but to me it doesn't seem <em>that</em> complicated.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9853300, member: 42582"] I've never played BitD, and don't know it super-well, but thought I'd have a look at what the rules say about [I]clocks[/I]: [URL="https://bladesinthedark.com/progress-clocks"]Progress Clocks | Blades in the Dark RPG[/URL] This seems like it's relevant to the current conversation: [indent]Remember that a clock tracks progress. It reflects the fictional situation, so the group can gauge how they’re doing. A clock is like a speedometer in a car. It shows the speed of the vehicle—it doesn’t determine the speed.[/indent] There is also this: [indent]Generally, the more complex the problem, the more segments in the progress clock.[/indent] But presumably, for clocks that represent a threat/danger rather than progress, the opposite is true: the more pressing the threat/danger, the fewer segments in the clock. As the rules say, [indent]In this case, when a complication occurs, the GM ticks one, two, or three segments on the clock, depending on the consequence level.[/indent] So if the GM starts ticking off a four-segment clock, the players know that the heat is pretty hot! Whereas if it's an eight-segment clock, they know that they have a little bit of breathing room. How do the character's have this knowledge? They're there, in the thick of it, exercising their full cognitive and sensory capabilities. (Of course there's a degree of contrivance/lampshading there. That's the same as any RPG where the players know that their PCs have some sort of mechanical "buffer" against total devastation at any moment - like hit points in D&D, the "will to live" in the BW family of games, the harm system in Apocalypse World, knowing that one rifle shot can't kill my Traveller character who has 7+ in STR, DEX and END, etc. Clocks don't seem to raise any [I]new[/I] issues in this respect.) When the threat/danger clock is full, [indent]the danger comes to fruition—the guards hunt down the intruders, activate an alarm, release the hounds, etc.[/indent] The relationship between this, and the ticking, seems a little bit like that between the individual action declarations in a Torchbearer 2e extended conflict, and then establishing the final consequences once the conflict is over: the fiction that is narrated with each tick is what then establishes the nature of the consequences when the clock is full. And it also seems like it would create the context for actions that "untick" the clock: Like, if the clock is "the guards release the hounds", and one of the ticks of the clock (as it approaches full) is "the guards go to release the houndmaster", then (say) locking the houndmaster's door and throwing away the key might be an action that "unticks" the clock. Those who know the game better than me can of course clear up any error/confusion in the above, but to me it doesn't seem [I]that[/I] complicated. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
Top