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Mike Mearls Games from patreon
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Twenty Minutes of Fun, Four Hour of Play

🕑 Added 2025-03-29 16:07:49 +0000 UTC

Comments

Robert Erik Blank

Normally I don't love real world timers. Game time flows at various paces depending on what's going on. It can be that a minutes go by in seconds of game time if the players backtrack or are exploring large uneventful areas. But things that take second in game can also require many minutes of dialogue as people come up with plans and the DM asks them questions. The problem with having the timer be a torch or some real world thing then (like in Shadowdark) is that sometimes you end up with torches that last for days or torches that go out immediately based on things that are going on in the real world and it feels weird. The nice thing about the way this mechanic runs is that it isn't tied to a real world thing--who knows when something bad is going to happen? And also just because you roll the die doesn't guarantee the bad thing happens--in fact it's probably not going to happen until there's a few dice being rolled (sort of like in Betrayal how you roll dice whenever there's an Omen Card, but the actual bad thing doesn't usually happen until you've rolled several times). That feels much nicer.

Mike Mearls

YMMV, but in play it replaces random encounter rolls for me. The key is that it moves control over the flow of time away from the players. If they spend a long time arguing, I'm still rolling every little bit instead of waiting for them to take actions and move the turn sequence along.

Dr. OO

In theory these kind of threat clock mechanics sound good to me, but in the end I think they are too gamey for my tastes. I can imagine using something like this for a specific adventure where it is thematically appropriate , but not as a consistent feature of the game. But maybe I'm wrong and if I tried it, I'd like it enough to use more often.


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