When a place on a clock says +/- to another clock, is that a one-time effect that kicks in when you reach that point, or is it a modifier that you lose when you move to a higher/lower place in the clock? I feel like it should be the second, so that, say, yo-yoing between 6 and 9 o'clock on Food doesn't tank your Morale. Does that make sense?
You had it right the second time. The affected clock only suffers the penalty or gains the bonus while the primary clock is at that segment. When the primary clock is increased or decreased the affected clock loses the bonus or negative.
I like it, especially if there's actually a Hardholder in play. I sort of feel like if there isn't a Hardholder, maybe people didn't want to deal with making sure everyone's needs are met, so it'd be a read of your group about whether stuff like this needs careful tracking or whether it should just be a general "Water is scarce, people are desperate, the NPC hardholder might hire the Gunlugger to go secure some more." Although I suppose that if there isn't a Hardholder in play, only the descriptive part of countdown clocks come in to play, and it might give you a sense of what else goes wrong when X runs out.
This is most definitely a move most utilized while a hardholder is in play. But like you say, it would be helpful guide to seeing how when actions effect a resource in a hold how that action has a ripple effect beyond what they expected. For example, if the brainer accidentally kills the holds only doctor than the population will suffer one segment because their overall health has decreased and that can affect morale and increase the likelihood of disease and death within the holding. I personally plan to use it as a descriptive countdown system when no hardholder are in play.
Since the bonus/penalties to other people's rolls only come in at the very ends of the clock, I'm not sure they'll add much investment, per se; they're not likely to be good citizens enough to push it to the bounty side, and I'm not sure a -1 is much of an incentive beyond what people already have to prevent their society from collapsing.
This is an excellent point. I will edit the clock segments so that bonuses to other playbooks and moves come into play early and hence make them more accessible and attainable.
I think I will take out the 0:00 condition. I think getting things to 3:00 is bad enough and allows the MC and PCs to react approriately. Besides, there's nothing like it in the rules so why add new things is it's not needed.
Thanks for your feedback Hobb, it's really appreciated.