How do other folks running games handle mechanically interacting with NPC/Faction downtime actions?
How do other folks running games handle mechanically interacting with NPC/Faction downtime actions? “Advance their project clocks” and “choose a downtime manouver or two”… are we just ticking one box, making a tier roll, using the manouvers to gain additional ticks past a base tick on their clock?
It seems like, for instance, if you have two factions that each are involved in the current fiction and have same-sized clocks, by simply ticking fixed increments they are stuck in a side by side race forever, or until they collectively collapse upon each other?
It seems like just making one tick per cycle moves faction changes slowly, where determining up to 5 segments potentially per jump would really make an interesting lull-and-race pacing for world events. So, that is definitely a way we can control that pace, but I’m interested to hear how others approach it.