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Hi. Thank you for the kind words! 


There's plenty of games with condition systems and yes, Masks:TNG is one of them, but I can't say it was a direct inspiration.


This is mostly a hack of the amazong game by John Harper: Lasers and Feelings, and there you track the positions and states in the plot as elements of the narrative. The GM makes notes about what was done or achieved, but the we played those games in tests - we either made a note about a thing that happened or used what John refers to (in his other games) a progress clock that is a placeholder for multi-step tasks (i.e. defeating a supervillain boss) or looming threats.

kinda like in IronSworn?

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Yeah, Ironsworn uses Progress Tracks, which function similarly to Progress Clocks from Blades in the Dark. Trey're tracking progress towards challenges with a 10-box system that fills up as players take actions, though true Progress Clocks (circular, often for external threats) are optional tools often borrowed from Blades in the Dark. Ironsworn's core mechanic is the Progress Track (e.g., for Vows, Combat), while Clocks are for GM-controlled situations, like rising danger or timed events, making them kinda distinct (but yeah, still very similiar). I guess I maybe have to reformat Caped Crusaders GM rules a little bit to add a note on progress clocks.