50 lines
2.0 KiB
HTML
50 lines
2.0 KiB
HTML
<link rel="stylesheet" href="/css/book-page.css" />
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<link rel="stylesheet" href="/css/book-page.css" />
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<h1>CLOCKS</h1>
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<p>
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Also called timers, counters, trackers, or countdowns: Clocks are a useful
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tool for tracking an evolving situation, an approaching danger, or the
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characters' progress with a certain task.
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</p>
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<p>
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Clocks are designed to handle complex activities that cannot be resolved with
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a single Check and are a great tool for Game Masters to manage pacing within a
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scene.
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</p>
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<p>
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A Clock is a circle split into a number of sections, each of them representing
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a step towards an objective being completed or an event taking place:
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</p>
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<ul>
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<li>
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When the group infiltrates a guarded area and must not alert the
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surveillance, failed Checks might fill a “High Alert!” Clock.
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</li>
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<li>
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When the heroes realize they can’t defeat a colossal foe in usual combat,
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they might choose to adopt a different tactic: striking the stone columns
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and causing the roof to collapse on top of the enemy! In this scenario, a
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Clock can be used to keep track of how weakened the ceiling’s support is;
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once filled, the monster will be crushed under the debris!
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</li>
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<li>
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When a powerful sorcerer performs a world-altering ritual, a Clock named
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“arcane apocalypse” can be used to represent how much time is left to stop
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him!
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</li>
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</ul>
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<p>
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A Clock normally features four to twelve sections, depending on its
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complexity. Clocks are generally created and managed by the Game Master, but
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should be visible to everyone: this makes for tense and adrenaline inducing
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play. They should also be tied to a specific obstacle, goal, or danger, but
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not to a specific method or approach: this will allow characters to interact
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with them in different ways. Let’s take the collapsing ceiling described
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above: characters could accomplish that by striking the pillars, pulverizing
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them with magic, or even throwing an enemy against them!
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</p>
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<p>Philip Forlenza (Order #)</p>
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