<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Corpslayers on Binary Star Games</title><link>https://binarystar.games/tags/corpslayers/</link><description>Recent content in Corpslayers on Binary Star Games</description><generator>Hugo</generator><language>en</language><lastBuildDate>Thu, 18 Jun 2026 09:52:22 -0400</lastBuildDate><atom:link href="https://binarystar.games/tags/corpslayers/index.xml" rel="self" type="application/rss+xml"/><item><title>A clock with discrete faces</title><link>https://binarystar.games/posts/original-1781785144-a-clock-with-discrete-faces/</link><pubDate>Thu, 18 Jun 2026 00:00:00 +0000</pubDate><guid>https://binarystar.games/posts/original-1781785144-a-clock-with-discrete-faces/</guid><description>&lt;blockquote>
&lt;p>This post is written for Prismatic Wasteland&amp;rsquo;s 
 &lt;a href="https://www.prismaticwasteland.com/blog/random-blogwagon">Random Blogwagon&lt;/a>. I rolled an 18 on the first table (post on June 18th), a 4 on the second (one plain paragraph with no bolding, bullets, or similar nonsense), and pulled a Jack of Diamonds for the third (must reference Luke Gearing&amp;rsquo;s blog). So let&amp;rsquo;s get going.&lt;/p>
&lt;/blockquote>
&lt;p>Clocks have been a staple of indie TTRPGs for the past what, maybe 10 years or so? I&amp;rsquo;ve gotten kind of bored with them as-is for a number of reasons, but that&amp;rsquo;s only partially their fault. One thing that got me more interested in them again is the prospect rolling under them: for example, if it&amp;rsquo;s a 6-segment clock, for instance, roll a d6 every time it increments; if it rolls under (equal/under if ya nasty) then the promised outcome happens. This way there&amp;rsquo;s always a little immediacy to it. What really gets me going nowadays, though, is making each &amp;ldquo;face&amp;rdquo; of that clock its own distinct thing. Luke Gearing&amp;rsquo;s 
 &lt;a href="https://lukegearing.blot.im/reputation-tables">Reputation Tables&lt;/a> is a great example of this. I&amp;rsquo;ve used this in both Corpslayers and NULL_SPACE for bad things: whenever something bad has a chance of happening but isn&amp;rsquo;t quite there yet, add it to a segment of (or multiple segments of) the &amp;ldquo;clock&amp;rdquo;. Periodically you roll against it: if it rolls the number associated with that bad thing&amp;rsquo;s segment, that particular bad thing is the one that rears up. It gives you both a target number for anything happening and a specific outcome when it does happen, and 
 &lt;a href="https://binarystar.games/total-effect">I love compressing multiple data points in one roll to death&lt;/a> so this is like catnip for me. Give it a go! (PS: I&amp;rsquo;m sure someone&amp;rsquo;s written about this before and I&amp;rsquo;m fine with that, there&amp;rsquo;s nothing new under the sun and so on.)&lt;/p></description></item></channel></rss>