To build on what Tristan has said, I think of faction clocks as 'what will happen if the players do nothing.' So let's consider a rival gang - without the players in the world, they are likely to: Take over more territory (which could be the players' territory) Bribe the police so they are protected Start a city-wide gang war Each one of these could be a small clock by itself, say four segments. Unless the players do anything to stop this, then at the end of every session I fill in one of these clock segments. I also fill in a segment if the players do something that could allow the rival gang to get closer to their goal. The individual segments are not broken down with specific actions or events, it's the total of the segments that leads to the event that the clock is tracking. Sometimes the clocks are shown to the players for them to see how the world is developing, sometimes they are hidden - I like to have most clocks on display (one index card per faction, with a single active clock) and a smaller number of them hidden for fun. Actually, I have the hidden ones on display as well but I write just the initials on the clock's target on the index card, e.g., TOMO for 'Take over more territory' - that way the players know something is coming, they don't know what, but everything is in plain sight when the clock completes.