You should tick it when the fiction requires it (in other words, when it makes sense to you as the GM, usually between sessions), and also when the PCs roll very badly and the result of their mishap should move their enemies' plans forward.Find it very good and intersting. I‘m using something like a calendar to keep the world around the characters evolving. But the idea to make a clock for an adventure is something I will definitely try - I‘m also a lazy GMThank you for the link!
No worries! What did you think of the article?
But what I haven’t found in the article is when the GM will make the clock tick forward - as he likes? Or when the players are idle?
Does that make sense?