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	<title>Comments on: Timing mechanisms: clocks</title>
	<atom:link href="http://blog.thomas-robertson.com/2006/09/19/timing-mechanisms-clocks/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.thomas-robertson.com/2006/09/19/timing-mechanisms-clocks/</link>
	<description>Inside the Mind of Thomas Robertson</description>
	<pubDate>Fri, 21 Nov 2008 12:23:26 +0000</pubDate>
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		<title>By: Christoph Boeckle</title>
		<link>http://blog.thomas-robertson.com/2006/09/19/timing-mechanisms-clocks/#comment-753</link>
		<dc:creator>Christoph Boeckle</dc:creator>
		<pubDate>Fri, 29 Sep 2006 00:11:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/76-timing-mechanisms-clocks#comment-753</guid>
		<description>There are a few games from this year's Game Chef that kind of use this mechanism. &lt;i&gt;Crime and Punishment&lt;/i&gt; for example only leaves fifty minutes for acting.</description>
		<content:encoded><![CDATA[<p>There are a few games from this year&#8217;s Game Chef that kind of use this mechanism. <i>Crime and Punishment</i> for example only leaves fifty minutes for acting.</p>
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		<title>By: Thomas Robertson</title>
		<link>http://blog.thomas-robertson.com/2006/09/19/timing-mechanisms-clocks/#comment-758</link>
		<dc:creator>Thomas Robertson</dc:creator>
		<pubDate>Tue, 26 Sep 2006 22:22:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/76-timing-mechanisms-clocks#comment-758</guid>
		<description>Christoph,

I've done a couple of similar informal experiments.  It's something I wish we saw a lot more of because I'll bet there's some really cool techniques just waiting to be discovered using clocks.

Also, that sounds like a fun time.  That's just the sort of thing I think &lt;i&gt;Shadowrun&lt;/i&gt; is great for.

Thomas</description>
		<content:encoded><![CDATA[<p>Christoph,</p>
<p>I&#8217;ve done a couple of similar informal experiments.  It&#8217;s something I wish we saw a lot more of because I&#8217;ll bet there&#8217;s some really cool techniques just waiting to be discovered using clocks.</p>
<p>Also, that sounds like a fun time.  That&#8217;s just the sort of thing I think <i>Shadowrun</i> is great for.</p>
<p>Thomas</p>
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	<item>
		<title>By: Christoph Boeckle</title>
		<link>http://blog.thomas-robertson.com/2006/09/19/timing-mechanisms-clocks/#comment-757</link>
		<dc:creator>Christoph Boeckle</dc:creator>
		<pubDate>Tue, 26 Sep 2006 19:18:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/76-timing-mechanisms-clocks#comment-757</guid>
		<description>Hi Thomas,

For what it's worth, I once played in a three table (and three GM) session of Shadowrun, where each mission played a squad with it's own specialities to accomplish a common mission (a spec-ops squad, a magical one and a matrix squad).
We had a limited amount of time to accomplish our mission and we played in "real time" so to speak.
It definetly focused every one on the tasks at hand: lots of tactical decision making and some illusioning around by the GMs :)</description>
		<content:encoded><![CDATA[<p>Hi Thomas,</p>
<p>For what it&#8217;s worth, I once played in a three table (and three GM) session of Shadowrun, where each mission played a squad with it&#8217;s own specialities to accomplish a common mission (a spec-ops squad, a magical one and a matrix squad).<br />
We had a limited amount of time to accomplish our mission and we played in &#8220;real time&#8221; so to speak.<br />
It definetly focused every one on the tasks at hand: lots of tactical decision making and some illusioning around by the GMs :)</p>
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		<title>By: Anthony</title>
		<link>http://blog.thomas-robertson.com/2006/09/19/timing-mechanisms-clocks/#comment-756</link>
		<dc:creator>Anthony</dc:creator>
		<pubDate>Tue, 26 Sep 2006 06:08:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/76-timing-mechanisms-clocks#comment-756</guid>
		<description>As a general rule, I think players feel too restricted or forced by clocks and timers.  They're oppressive.  Even when their use has a perfectly practical benefit (like we need to close in three hours), it still feels somehow like every moment we are doing anything is wasting time.

Just my opinion there as a player.

As a GM, I've found pacing by a clock and having a brief outline of scenes I'd like to include help a lot.  It also helps if you note how long you spent on each scene.  There are a lot of cool things you can do with just time awareness as a GM, but it's almost impossible to discuss such matters on forums with other GMs because the results vary so much from game group to game group.

I currently want to try a new game with my group, but its focus is on player-controlled episodic sessions.  As a GM, I'm concerned that we may have left over time and have to end early when my players decide to leave town, if I take all the GM advice within the game.  It's an example of timing issues and why they are important.</description>
		<content:encoded><![CDATA[<p>As a general rule, I think players feel too restricted or forced by clocks and timers.  They&#8217;re oppressive.  Even when their use has a perfectly practical benefit (like we need to close in three hours), it still feels somehow like every moment we are doing anything is wasting time.</p>
<p>Just my opinion there as a player.</p>
<p>As a GM, I&#8217;ve found pacing by a clock and having a brief outline of scenes I&#8217;d like to include help a lot.  It also helps if you note how long you spent on each scene.  There are a lot of cool things you can do with just time awareness as a GM, but it&#8217;s almost impossible to discuss such matters on forums with other GMs because the results vary so much from game group to game group.</p>
<p>I currently want to try a new game with my group, but its focus is on player-controlled episodic sessions.  As a GM, I&#8217;m concerned that we may have left over time and have to end early when my players decide to leave town, if I take all the GM advice within the game.  It&#8217;s an example of timing issues and why they are important.</p>
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		<title>By: Thomas Robertson</title>
		<link>http://blog.thomas-robertson.com/2006/09/19/timing-mechanisms-clocks/#comment-755</link>
		<dc:creator>Thomas Robertson</dc:creator>
		<pubDate>Thu, 21 Sep 2006 00:08:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/76-timing-mechanisms-clocks#comment-755</guid>
		<description>'Pacers'?

Thomas</description>
		<content:encoded><![CDATA[<p>&#8216;Pacers&#8217;?</p>
<p>Thomas</p>
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		<title>By: shreyas</title>
		<link>http://blog.thomas-robertson.com/2006/09/19/timing-mechanisms-clocks/#comment-754</link>
		<dc:creator>shreyas</dc:creator>
		<pubDate>Wed, 20 Sep 2006 07:25:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/76-timing-mechanisms-clocks#comment-754</guid>
		<description>What about pacers?

Way cooler than timers.</description>
		<content:encoded><![CDATA[<p>What about pacers?</p>
<p>Way cooler than timers.</p>
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