Conflict in Clockwork: Empire, pt. 2

In theĀ last design postĀ about conflict we discussed some of the inspirations and goals we had for the conflict systems when we started building the rules for Clockwork: Empire. To recap, they were: One unified conflict system to cover both physical and social conflict Mechanics that let players have real control over how they chose to … Continue reading Conflict in Clockwork: Empire, pt. 2