So, the final section of the game, "The Bridge", is a mission that involves the player doing a bunch of stuff under pressure.
So, here's the question - do I attempt to use a real-time timer to put that pressure on, or do I use a turn counter? A real-time timer could get annoying for players who type less quickly, but it does give a genuine feeling of pressure. A turn counter preserves the mostly turn-based feel of the game better, but it's hard to know how to put pressure on in a way that's not annoying in itself - eg by giving the player more actions and more red herrings, but then you get more of a "typo can kill you" effect which could also be vexing.
What do people think?