A very short question, for people used to Forge in the dark games.

To manage a situation evolving negatively or positively on the long term, do you use a large clock, or stack several one small ones with a concrete impact every time they fill?

let’s say the PC are asking questions they shouldn’t be asking about “the bad guys”. Would you say

3 times 4 tick clock : leading to “bad guys hear rumours about someone asking question”/Bad guys Finds out who asks the question/ Bad guys guards find the PC.

A 12 tick clock and continuously increasing the pressure on the PC as the clock is filling ?

The related question, is how do you handle the consequence of the clocks filling beside the : Enemy guard found you (or missing accomplished when it’s on the PC side). Just by role-playing, or would you change the PC position or is it as often in rpg “it depends” ?

  • smeg@feddit.uk
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    1 month ago

    It’s been a while since I read the rulebook, but what I remember was that completing a clock causes a thing to happen. So I imagine smaller clocks are generally better for incrementally upping the ante, e.g. first the guards know someone’s here (making your position default to risky), then more arrive (meaning stealth is out and you need to run or fight).