Tame Your Game with Ticking Clocks

Keep the pacing where you want it, give the story stakes and apply pressure as needed with one simple framework.

Incredible concepts for games can be ruined without a few key details. Open-world "sandbox" games can leave players feeling lost and unmotivated, meandering through locations. Epic storylines can be swept away because the player characters didn't seem to care. Hours of game prep can be lost from players not realizing how compelling that direction could be. Grand finales can feel like math class. With just a few key details these problems vanish, and games can go as smoothly as we imagine they will when we're preparing for the big night.

In this episode we go through a system we use to get a handle on pacing, add or relieve pressure, and establish ticking clocks when we need them. Use it when you have an idea for the story you want to run and reference it during your games. You'll be able to strike the balance of keeping things on track while still allowing the player characters to drive. Slow down or speed up the story based on how much pressure you apply. Allow for diversions, but focus direction when you know it's needed.

In The Strategy Stateroom we get into the specifics. The five basic steps are: find the stakes, foreshadow, pressure, danger now, and the end. You can find all the details in a PDF guide with blank spots so you can use it in your games.

Check out the free downloadable PDF Ticking Clocks: Resources — Hook & Chance (hookandchance.com)

As always, huge thanks to the support of our patrons for making this episode a reality.

Kuraidoscope, Skyler E., Deadman, Kirk T., Ninja Duckie, PseuArt, Blackthorne, First Law, Peacockdreams, DM Thunderbum, Marley R., Timewarp, Dangerous Marmalade, Zach G., NoMaam, Michelle T., Adlerious, Chris F., The Senate, Lucas D., Lyla G., The GM Tim, Nevermour, Thomas W., DM Natske, Heavyarms, Leprecan, and Will H-P.