24 lines
1.1 KiB
HTML
24 lines
1.1 KiB
HTML
<h2>A THRESHOLD FOR FAILURE</h2>
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<p>
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If you use a Clock to represent a complex series of operations to achieve a
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goal, you must also establish when that goal will be irredeemably lost: does
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it take a single failed Check, or is there a parallel "failure" Clock that
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fills whenever a character rolls poorly? The Game Master determines this on a
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case-by-case basis, but must make sure to inform the Players as they approach
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the challenge.
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</p>
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<h2>TURNING BACK A CLOCK</h2>
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<p>
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Characters can also take action to slow a Clock's advance and erase some of
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the filled sections, eventually bringing it back to 0 — the method is
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identical to that of filling a Clock. When a Clock reaches 0, the Game Master
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may have the threat removed or simply keep it lurking in the shadows.
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</p>
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<p class="example">
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Example: As the heroes fight the powerful sorceress Chrona, her ritual to open
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a rift to the Demon Realm draws to its conclusion. The Player Characters must
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balance their actions between defeating the sorceress and slowing down the
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progress of the ritual, a ten-sections Clock that would end the scene in an
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automatic defeat.
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</p>
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