Blades in the Dark
By One Seven DesignThe Basics
The Basics
The Core System
Actions & Attributes
Stress & Trauma
Progress clocks
Simple Obstacles
Danger Clocks
Racing Clocks
Linked Clocks
Mission Clocks
Tug-of-war Clocks
Long-term Project
Faction Clocks
Action Roll
Effect
Setting Position & Effect
Consequences and Harm
Resistance and Armor
Fortune Roll
Gathering Information
Coin and Stash
The Faction Game
Advancement
The Characters
Characters
Character creation
Character playbook
The Crew
Crew creation
Crew playbook
The Score
The Score
Planning & engagement
Teamwork
Downtime
Downtime
Payoff
Heat
Entanglements
Downtime activities
Magnitude
Rituals
Crafting
Progress clocks
Blades in the Dark
A progress clock is a circle divided into segments (see examples at right). Draw a progress clock when you need to track ongoing effort against an obstacle or the approach of impending trouble.
@TODO add clock illustration
Sneaking into the constables watch tower? Make a clock to track the alert level of the patrolling guards. When the PCs suffer consequences from partial successes or missed rolls, fill in segments on the clock until the alarm is raised.
Generally, the more complex the problem, the more segments in the progress clock.
A complex obstacle is a 4-segment clock. A more complicated obstacle is a 6-clock. A daunting obstacle is an 8-segment clock.
When you create a clock, make it about the obstacle, not the method. The clocks for an infiltration should be "Interior Patrols" and "The Tower," not "Sneak Past the Guards" or "Climb the Tower." The patrols and the tower are the obstacles - the PCs can attempt to overcome them in a variety of ways.
Complex enemy threats can be broken into several "layers," each with its own progress clock. For example, the dockside gangs' HQ might have a "Perimeter Security" clock, an "Interior Guards" clock, and a "Office Security" clock. The crew would have to make their way through all three layers to reach the gang boss' personal safe and valuables within.
Remember that a clock tracks progress. It reflects the fictional situation, so the group can gauge how they're doing. A clock is like a speedometer in a car. It shows the speed of the vehicle—it doesn't determine the speed.