this post was submitted on 31 May 2024
38 points (100.0% liked)

rpg

3208 readers
3 users here now

This community is for meaningful discussions of tabletop/pen & paper RPGs

Rules (wip):

founded 2 years ago
MODERATORS
 

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” ?

you are viewing a single comment's thread
view the rest of the comments
[–] smeg@feddit.uk 3 points 6 months ago (1 children)

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).

[–] Elevator7009@kbin.run 2 points 6 months ago (1 children)

Oh hey, the free games mod! Did not expect to find you here.

I pretty much agree with your perspective.

[–] smeg@feddit.uk 3 points 6 months ago

TTRPGs are a kind of free game, and Blades is great!