I used two clocks in my DW game last night that ended up being very effective.
I used two clocks in my DW game last night that ended up being very effective. I have linked the rules document I sent to the players. I thought some of you would be interested.
This is like the 25th game in the campaign and I am not going to try to fill in too many of the details here, but just to give you some context as to the setup and the rationale for the clocks…
Fancourt is a village that the heroes left to go fight a witch on a mountain. While investigating the witch’s lair they discover that the witch — and others in the village — are aligned with an elder race, the Carcosians, aka the Chimera (interplanetary masses of worms that are into illusion and body horror). The party realizes the town is in danger and try to rush back to save it.
At this point, I handed out some VERY abbreviated stats for their followers and a few key NPCs and handed those over to the PCs. Then I described the twisted Un-Men — pieces of sewn together flesh of men, fish, and local beasts boiling up out of the sewers and attacking the town.
So, I really wanted the PCs to be invested in the town a bit more, so I used the clocks to determine the situation the party would find when they arrive. (I also did not want the NPCs to solve their problem.)
I hope that is enough and not too much info. Hope you find it useful.