Used the Crawling Clock and will probably never go back.
I ran “Lost Citadel” Saturday night ahead of my upcoming conventions and I introduced the crawling clock as the random encounter mechanic. It was fantastic, and I don’t think I’ll go back to RAW mechanics.
For those who are new to it, the crawling clock is a timer using a d20. Every round a d6 is rolled and subtracted from the current. On a “6” you roll again - exploding die mechanic - which means there is the potential to instantly trigger an encounter.
The way I played it at the table:
- The d20 clock was out on the table in full view.
- I had players roll the d6. They can only be disappointed or pleased with themselves.
- I had players roll the d8 for the encounter table if they ran the clock to 0.
- Encounters were not always instant combat. I used the distance roll to determine placement.
- Close meant the adversaries appeared in the room or in the next one the party was likely to go.
- Near meant the next room or one room over.
- Far placed the encounter deeper in the dungeon and it would begin moving every round. I kept the GM version of the map behind the screen and used tokens to track party and monster locations.
- Lastly, I allowed the use of luck tokens to re-roll the d6. This was a player request to avoid an exploded die roll that was going to guarantee an encounter.
One last thing I used the clock for was the final battle. Once the party entered that remaining 30 minutes of the 4 hour session the triggered encounter is automatically the Minotaur and a fight to the death.
The players like the visual of the countdown; they liked the apprehension it brought, and that they were doing all the extra die rolls instead of me made it more enjoyable.
10/10