Modular Gaming Conponent 1 - The Clock
At the simplest level, the clock is a visual tracking mechanism. It's basically a circle divided into segments (often 4, 6, or 8), and it typically represents big effects underway in the story. The idea of the RPG clock has been around for at least 20 years, and it can be traced back to systems where a major feat may be accomplished through multiple successes, and arguably back to the idea of hit points. However, the clock has evolved in a few different ways. Hit points and multiple success systems typically allow you to remove multiple levels with a single action, while clocks move incrementally...tick by tick. Hit points and multiple success systems are reactive to specific actions being taken. Clocks can be tied to anything, including timed effects ("You've got six turns to accumulate as many successes as you can") Clocks tend to be chunky, with big incremental ticks that add sudden drama with each one's passing. Clocks often impact the narrative in some way