In military terms: The position of a target in relation to an aircraft or ship with dead-ahead position considered as 12 o'clock.
This is a highly effective method of directing a dungeoneer used by only the more highly adept advisors in the later
Seasons of
Knightmare. It is not a replacement to
sidestepping but highly effective when used in combination.
The original and usual method of guidance would typically involve telling a
dungeoneer to turn to their left or right. The amount was arbitary though typically a unit of 90 degrees would be used. To reduce this an advisor might say "a little bit" though this is still open to interpretation.
The clock code position is as stated above taken from military practice in which directions are indicated using the positions of numbers on an analogue clock face. Thus 12 would be directly ahead, 3 is immediate right, 6 is directly behind and 9 is immediate left. The other numbers indicating positions between these. All the positions of the numbers are relative to the object to which they apply. E.g. Someone who has a
goblin at 2 is at 8 relative to the goblin.
Providing an advisor and dungeoneer are familiar with the system it can be used for precision manouvering. It is more reliable than using left & right since more would be familiar with the positions of numbers on a clock face than left & right with which associated difficulty can be a sign of possible dyslexia.
The advisor would need to be able to effectively think about the dungeoneers point of view to best make use of the system remembering that 12 is always the direction the dungeoneer is currently facing and not straight ahead from their view of the Chest, Magic Mirror or Viewing Pool. Thus only those competent with such tasks ever make use of this system of manouvering. Following its first use the system rose in popularity amongst
teams but only with the few that were comfortable with it.
Provided By:
Forester, 2006-05-03 06:19:58