Design patterns

Clocks

Game families
Forged in the Dark
Games
Blades in the Dark Scum and Villainy Band of Blades

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

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

Weaknesses

Variations

Clocks are the primary example of a Progress Mechanic, and they can also represent Investigation Mechanics.

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.