"Clock mechanic" was popularized by 'Blades In The Dark' and 'Fabula Ultima' .... I wonder how to use it in general in RPGs.
I have in mind 4 variants (for RMU).
A. you assume that the time in the real world is proportional to the time in the fictional word.
Let say 1 hour real = 3 hour fiction.
PCs have a limited amount of fiction time to reach their goal.
B. you count the total time in the fiction: you count the number of actions the PCs perform by the duration of the actions (an estimate).
As usual PCs have a limited amount of fiction time to reach their goal.
[this variant is the most realistic but requires
a lot of bookkeeping]
C. you simply count the total number of action PCs perform. (number of 'ticks')
PCs have a limited amount of 'ticks' to reach their goal.
[as above but bookkeeping is
a bit less]
D. each time PCs roll a 66, in addition to the unusual event, a 'tick' is scored.
PCs have a limited amount of 'ticks' to reach their goal.
IMHO A and D are the best and I slightly prefer A.
Which variant do you prefer? (there is also the option E: "the whole idea of clocks is garbage"
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