Funding Successful! Stretch goals ahead

Thank you.

Less than 52 hours after launching the Kickstarter campaign for the Clockwork: Empire core book we reached our initial funding goal and we’ll be producing a full-color, hardback edition in 2014. We are thrilled at the support and enthusiasm shown by all our backers and want to thank you all. With your help we’ll be able to bring you more of the Clockwork world. As this post is being written we’re less than $500 away from hitting our first stretch goal – producing The Incident Aboard the Egret as our next adventure, and lots more to come after that. We can’t wait to share everything else we have in store, so keep spreading the word about the Kickstarter campaign, check out how things are trending on the Kicktraq page, and chat with us on Facebook and Twitter @AClockworkWorld.

Ever Onwards,

Zeke & Than

Kickstarter campaign is now live!

With pride and excitement, we are happy to announce that the Kickstarter campaign for the Clockwork: Empire core book is now live!

After years of effort working through the basic design and playtesting of the mechanics and system, we’re ready to make the move to print so we can share the Clockwork with everyone! We’re already more than halfway through the final text of the core book, and have already begun working with fantastic artists to get beautiful full-color artwork to include in the final, hardback core rulebook. With your help and support we can get the rest of the art we want to make this book as gorgeous as we know it should be and get it into print and out to all of you.

We’ve already had a great response from our conventions throughout 2013, and the approximately 2000 people who have already downloaded and enjoyed the Quick-Start Rules and Idle Hands. We invite you to help us keep the momentum rolling. Backers have options to get not only the core book and a special limited-edition deck of card, they can also enjoy some unique and exciting rewards that run the gamut from inclusion in the core book to an entire victorian weekend complete with period activities and amazing food at a beautiful inn in Vermont. We also have some fantastic stretch goals already planned that will immediately give you more ways to explore the setting as soon as it comes out.

We also want to thank our backers with access to the final pre-print beta testing. Supporting us now will give you a chance to check out the rules for character creation, item creation, magic, glamours, faith charisms, and alchemy, and select settings previews once the Kickstarter ends, and we’ll listen to your feedback on the forums as we work through final pre-publication edits. We really can’t wait to share the world with you.

Keep an eye out for lots more news, updates, and interviews in the coming weeks.

With Excitement,

Zeke & Than

Free Print-and-Play Cards Available

After the Quick-Start Rules and Idle Hands went up last week we started getting requests for a free version of the cards so people could easily check out Clockwork: Empire, and we were happy to oblige. Our talented graphic designer Michelle Mullen got to work and provided us with a simple and stylish set of single-faced cards that you can download and print at home right now by going to our Resources page. The no-art cards will be available on DriveThruRPG, but since the listing is still awaiting activation we’re posting it here as well to make sure you can get them right away.

After you have a chance to check out Idle Hands share your stories and thoughts with us on the forums.

All the Best,

Zeke and Than

Card downloads

Over 100 intrepid women and men downloaded the Quick-Start Rules in the hours after we posted them, and we hope that they are enjoying the initial exploration of the Clockwork: Empire setting and mechanics. We’ve received a number of questions and requests about the possibility of a free download for cards to go along with the QSR to make it easier to start playing with friends and to share the game with others. Always eager to invite others into the orderly society of the Empire, we are starting in on a workhorse version of the card deck  that we will post for free download. The cards will be one-sided and artless, and stripped down to the bare essentials needed for play: the card value, card number, and condition.

Of course the beautiful, full-color, full-art cards are available right now if you just can’t wait.

Quick-Start Rules and Cards now available!

We are thrilled to announce that the Quick-Start Rules and “Idle Hands” adventure and the Clockwork: Empire Cards are available on DriveThruRPG. Please accept our invitation to begin your explorations of the Clockwork, in all its wonder and terror. The QSR/Idle Hands pdf is free, and the cards are available for purchase as a printed deck of beautiful, sturdy poker-size cards, or as a pdf download you can print off at home.

The QSR and Idle Hands book comes in at 60 pages, and gives you a great starting point to explore the setting and the fluid, flexible mechanics that let players and Narrators alike focus on the stories they want to tell. The QSR offers a solid introduction to all the core mechanics for basic tests, social and physical conflict, and the special opportunities and protections afforded to characters by the way they work to support or struggle to escape their own intended role in the Clockwork.The adventure Idle Hands pits a group of Edinburgh constables and talented civilians against the unexpected threats posed by a gang of bodysnatchers, and is a full-length scenario for up to 6 players and a Narrator that includes detailed options for every scene, ready-to-run player characters, and even notes and suggestions for continuing the adventure to kick off a campaign.

Let us know what you think in the forums, and what you want to see more of in other previews or Quick-Start adventures before the full core book comes out in 2014.

-Zeke & Than

Beastfolk

The original game design included a character bloodline called beastfolk, a race of animal-human hybrids based on the novel The Island of Dr. Moreau. The bloodline was very popular with early play-testers and added a grotesque underdog quality to the larger storyline that allowed for interesting drama. However, as the game world developed, this bloodline became a bit of a hard sell for the design team.

We’d been towing this line of hard-science fiction where nothing absent from historical reality would exist in the game world. Obviously that means that there was no place for beastfolk in the Clockwork: Empire game. However, a few concessions were made for complex technologies that would have existed if disparate extant technologies were combined (i.e. they could have existed had people thought to put the pieces together). That opened the door for the question “Could someone actually have made a beastman with nineteenth century science?”

Of course, our original answer to this question was, “No.” However, a couple of contributors and designers refused to leave it at that. They really liked the role beastfolk had in the setting of Clockwork: Empire and the future setting, Clockwork: At War. So one contributor, Dr. Lisa Coughlin, a general surgeon by trade and education, set out to prove that xeno-transplantation was possible with nineteenth century medicine. To our great surprise, she came back to us with an entire treatise of notes, medical rationale, and historic precedence that gave us the answer: “Beastfolk could have happened.”

It turns out that the secret to xeno-transplantation is severe immunosuppression, which is very possible with nineteenth century medicine. One widely used immunosuppressant is the drug Ciclosporin, which was originally isolated from the entomopathogenic mushroom, Cordyceps subsessilis. In reality the importance of this fungus was not fully realized until just a few decades ago, yet it existed in a form usable to nineteenth century medicine, and it grew, among other places, along the pacific rim in areas close to where the beastfolk originate in the Clockwork world. With the proper medicines, surgical procedures we thought to be wholly in the realm of science fiction were actually possible. Cited surgeries in Dr. Coughlin’s work start with the repairing of a human skull with the bone of a dog in Russia in the seventeenth century and conclude with the grafting of two heads onto the same animal in Cleveland, OH in the twentieth century. Once we proved access to immunosuppressants was possible and had a list of bizarre historical surgeries to cite, beastfolk were back on the table for discussion.

The final draft of the beastfolk bloodline included the curse immunosuppressed as a result of this research. This state added an even more tragic quality to the story of the beastfolk’s plight and gave them an even more interesting role within the world of the game. We believe this results in fertile ground from which great stories can emerge.  While admittedly a bit of a stretch, these fantastical creatures were not so far outside the realm of possibility as we had thought. So thanks to Dr. Coughlin and her research, we have included beastfolk as a bloodline in the core rules.

The Mystical Clockwork World

While we took a very “hard science” approach to technology within the Clockwork World, we obviously didn’t have that option with respect to the supernatural. Rather, we took a “hard mythology” perspective. Keeping with the “a single step from reported history” methodology that runs through the whole setting, we exhaustively researched the supernatural beliefs of the time. The result is a mixture of obscure biblical references, apocryphal texts, ancient lore, unearthed fairy tales, occult writings, and reports from less reputable newspapers.

Natural Magic, Ceremonial Magic, and Alchemy are based largely on the writings of contemporary mystics such as A.E. Waite and Francis Barrett, medieval mystics such as Heinrich Agrippa, ancient mystics such as Hermes Mercurius Trismegistus, and people involved in the Spiritualism movement such as Thomas Edison and Cora L. V. Scott. The Faith Miracles system is based on the writings of the Christian Bible and other holy texts, while the Glamour system is based on legends and period folk and fairy tales. The source material allows us to ground the flavor of the magic systems into the beliefs and suppressions held in the historical 1896. Again, this moves toward our goal of creating a believable “unbelievable world.”

This source material solidifies into two different types of transcendent powers. The Faith and Glamour systems offer straightforward abilities with narrow applications. This interpretation holds true to the source material and offers a way for characters to have access to a single supernatural ability or a collection of them. Natural/Ceremonial Magic and Alchemy each offer a systematic method for creating very specific results from very broad building blocks. Also, while Faith and Glamour offer more immediate results, the Magic and Alchemy systems tend to emulate the lengthy ritualized processes from Victorian fiction and mysticism.

In the end, these transcendent powers offer a mystical flavor to the world without overwhelming it. These rules help your players explore  the mystical aspects of the Clockwork World without swallowing up the mundane aspects of Victorian society that make it so full of drama.

Clockwork Cards… hot off the press!

One of the players in a game at TempleCon said, “I really thought I wasn’t going to like the card mechanic. I love my dice and I thought the cards were going to take away my control and make me feel like my fate was sitting on the top of the deck waiting for me to draw it. That wasn’t my experience at all! The cards really worked! The way special damage is resolved by flipping multiple cards and then picking one, the way attacks could cause random conditions and didn’t require tables to do so, the way the card-based initiative system allowed conflict to flow non-linearly … it all flowed seamlessly. The system ended up giving me much more control rather than less. I loved it.”  We hope you love it too!

What we love is the quality of these cards produced by DriveThru! They really exceeded expectations. The stock and lamination is better than most of the card games we’ve seen, and a bit more like a high-quality poker deck. They will be available from DriveThru’s website soon and will come with a free copy of the Quick-Start Rules.