chore: formatting
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<h1>22GAME RULES</h1>
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<p><strong>CHAPTER ADVANCING A CLOCK</strong></p>
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<h2>CHAPTER ADVANCING A CLOCK</h2>
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<p>In general, Clocks advance through Checks:</p>
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<ul>
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<li>Fill one section for a successful Check.</li>
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<li>
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Level 10. The Game Master fills two sections on the "Ambushed!" Clock — one
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for her failure, and another because she failed the Check by three or more.
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</p>
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<h3>CLOCKS AND THE STORY</h3>
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<p>
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Clocks should always interact with what happens in the story. The Game Master
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should use situational modifiers and adjust the Difficulty Level to represent
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advantages or disadvantages derived from the Players' choices and the events
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that are taking place in the scene.
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</p>
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<h2>CLOCKS AND THE STORY</h2>
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