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” ?
I don’t think there’s one answer to that. To me it depends on the context of the clock and what’s your plan for pacing. Also it will be part of your style that you just have to find for yourself, what works for you
(Cyberpunk examples)
Consequence is not an alarm yet but from now on everything that has to do with guards can have lower position
Or don’t set up such clock at all if everything going completely south doesn’t fit your overarching plot plans
They have reputation to uphold, they can’t have someone nosing around in visible way Consequence:
If they manage to not fill it, after all, keep the clock for the future. The next time you feel it’s going too well for them, you can fill this clock instead of more current one. Suddenly bringing old grudges into the mix
So depending on what you want to do it’s either bigger or smaller clock, with consequences either in fiction or mechanical