I’m in a discussion about combat in Dungeon World and the pros and cons of how to represent injury, and I got thinking about how to represent progress in combat generally. It occurred to me that it seems like the natural way to represent the progress of a combat in BitD would be with clocks representing the tactical position, as we do so many other ongoing situations, but BitD doesn’t do that. Instead it deals with discrete harm levels, although it does work a bit like a clock in some ways. I’m wondering why that is, and what it might look like if combat status was tracked using clocks.
There is another game I’m familiar with that uses a system like that, HeroQuest. It uses something called Resolution Points that track the situation in a conflict, which works a bit like a clock for each participant in a contest. I was wondering if this was ever considered during the game development process?