Summary
Clocks are segmented tracks that visualize progress toward a future outcome. Segments are filled or removed as actions, events, successes, failures, or complications occur. When a clock reaches its completion condition, a significant fictional change takes place. Some clocks can advance and retreat over time, and multiple clocks can oppose one another, representing competing forces or outcomes.
Design Purpose
Clocks make invisible progress visible and create tension by showing how close an outcome is to occurring. They can also represent struggles between opposing goals by allowing progress to shift back and forth or by having competing clocks race against each other.
Problems Solved
- Tracks progress toward complex goals.
- Represents gradual change over time.
- Creates visible tension and urgency.
- Allows multiple actions to contribute to a shared outcome.
- Makes threats and opportunities easier to manage.
- Models contests between opposing forces.
- Supports progress that can be gained or lost.
Core Loop
A clock is created with a number of segments. Events during play fill or remove segments on the clock. Some clocks only move forward, while others can advance and retreat based on changing circumstances. In some situations, two or more clocks may run against each other, with progress on one representing setbacks for the other. When a clock reaches its completion condition, the associated outcome occurs and the clock is resolved.
Player Decision
Should we act now to advance our clock, hinder an opposing clock, or can we afford to spend our time elsewhere?
Narrative Effect
Clocks make progress tangible. Players can see dangers approaching, opportunities developing, investigations advancing, or plans falling apart. Visible progress creates anticipation and pressure, while opposing or reversible clocks can create uncertainty and dramatic back-and-forth struggles.
Strengths
- Extremely flexible.
- Easy to understand at a glance.
- Creates tension without requiring complex rules.
- Works for both player goals and external threats.
- Scales from small scenes to entire campaigns.
- Supports dynamic contests and shifting momentum.
Weaknesses
- Can become repetitive if overused.
- Visible progress may reduce uncertainty.
- Poorly sized clocks can feel trivial or frustrating.
- Requires clear fictional triggers for advancement or regression.
- Opposing clocks can become difficult to track if overused.
Variations
- Countdown clocks.
- Goal clocks.
- Threat clocks.
- Investigation clocks.
- Faction clocks.
- Campaign clocks.
- Hidden clocks known only to the GM.
- Linked clocks that influence one another.
- Reversible clocks that can gain or lose segments.
- Opposed clocks that compete toward different outcomes.
- Racing clocks where the first completed clock determines the result.
Clocks are the primary example of a Progress Mechanic, and they can also represent Investigation Mechanics.
Related Patterns
- Countdown Mechanics
- Fronts
Examples
Pattern Definition
A Progress Track is a segmented track that measures advancement toward a future outcome. Progress may move forward or backward, and multiple clocks may compete or interact. When a clock reaches its completion condition, it triggers a significant fictional change.