Reliquary Games Studios is Expanding

When we nearly sold out of our sizable stock of Core Rulebooks at our GenCon release last year, we realized that the interest in exploring the Clockwork went far beyond the Kickstarter backers who brought the game to life. Although our small team had a lot of passion and enthusiasm for the game, it became clear that the three of us wouldn’t be enough to handle the new development and business needs of our fledgeling company while still working on the creative end of this endeavor. We needed to grow. Thus, we welcome the newest member of Reliquary Game Studios: Lisa.

You may remember Lisa as the medical history consultant who gave the linch pin argument for keeping Beastfolk as part of the Clockwork when much of the design team though that they were too fantastical to remain in the game. A painting of her appears in the Core Rulebook to commemorate her as the “mother of beastfolk.” Well, it turns out that in addition to a ton of ranks in Medicine, she also is one heck of an editor and developer. Thus, she’s taken on a lot of the work involved in putting books together and is now an official member of Reliquary Game Studios.

Her work has allowed us to take a few large steps forward as a company. This week we finalized the long process of working out a deal with a new printing partner. The Clockwork: Dominion Core Rulebook is now going into a second printing (our very first offset printing), and by this summer 1000 beautiful new core books, and 1000 decks of cards (in their awesome new tuck-box) will be making their way to us. This major step allows us not only to guarantee that we can keep the book available for new players, but it also opens the door for wider distribution and new opportunities to get Clockwork: Dominion into brick and mortar stores. This is a great day, and helps set up a long future for the game.

The Clockwork: Dominion Core Rulebook!

Come explore the Clockwork!

The book is a beautiful 330 full-color pages with images from amazing artists such as Raven Mimura and Helen Mask, and layout design by Adam Jury. It will inspire and inform countless steampunk adventures in the Clockwork, a Victorian world of gothic horror.

Head on over to DiveThruRPG.com to check it out and get a copy for yourself.

Artwork Update #1

f you haven’t heard from us in a while, it’s because we’ve been working behind the scenes. The last 90 days saw two conventions, and a slew of nearly completed artwork. The final versions of the art wont be available until we release the Core Book, but we thought we’d give you a bit of a taste of what’s been happening. The final versions of these paintings will be in full color, but for now, let’s whet your appetite.

First a rough sketch of the Changeling bloodline from Helen Mask.Another sketch from Helen Mask, this time of the Nephilim bloodline. In the completed draft, the two figures will be manifested in different ways. The upper figure is orderly, while the lower figure is disorderly.A landscape sketch by Michelle Mullen. She is the artist that did the artwork for the Clockwork Cards. When completed, this piece will depict “The Broken Road,” a path that winds through the Outer Reaches of creation beyond man’s domain.

The draft of a chapter splash draft by Ameen Naksewee. Ameen is the artist who painted the cover of the QSR and the beastfolk mechanic from the Kickstarter. His recent submissions have been even more amazing. Here he shows the “almost there” technology of automatons and the resentment felt toward them by the working class.

 

 

 

 

 

 

We’ll post more later. For now, we hope this gets you geared up for your imminent immersion into the Clockwork.

 

Zeke & Than

Always wear your Goggles! (plus a new review)

Our new friends over at SteampunkGoggles.com have posted an eloquent review of the Clockwork: Empire Roleplaying Game. I highly recommend you check out both their products and their review. I’ve been a longtime fan of Steampunk Goggles, and own a couple of their products myself. I have a real soft spot in my heart for artisans who are both skilled and passionate about what they do – so I love these people. We were floored when they agreed to review the game, and all the more when they reviewed it so well. This is a great opportunity for me to talk up a company in our genre that really deserves to be talked-up, and seems like a good time to explain about the use of goggles in the Clockwork world.

To be honest, in the very early stages of development, we were opposed to a heavy use of goggles. It can sometimes seem like the steampunk genre can be defined by slapping gears and goggles onto objects that in no way require them; and that seemed forced to us. Why would someone put goggles on a top hat at a dinner party? What purpose did that serve? The truth is that for most of the inhabitants of the Clockwork, goggles serve no more purpose than they do for people in our own world. Thus, most people don’t own or wear them. However, we quickly realized there would be a minority of people whose activities would require eye-protection: air-shipmen and airship pirates,  scientists (mad or otherwise), those experimenting with electricity or alchemy, the explorers of harsh climates, inventors, people who use any sort of volatile experimental technology, pilots and drivers, and dozens of other endeavors where eye-safety is a matter of concern. Not only this, but the invention of advanced optics added doctors, and perhaps even some soldiers and investigators to the list. We quickly realized that, depending on your campaign style, this group of people can make up a disproportional percentage of player characters. So while the majority of people within the Clockwork don’t walk around with goggles on their hats, a fair percentage of player characters will have some on hand. So as we’ve moved from the beginning stages of development to nearing its completion, our stance on goggles has opened up considerably. If your character is involved in any of these optically dangerous activities, you might want to invest in some.

Wait? Why would anyone need a physical set of goggles for a tabletop roleplaying game? Could it be that there is a Live Action Role-Playing version of Clockwork: Empire on the horizon? Could it be that these LARP rules might even make it into the Core Rule Book as a brief appendix? Could it be that we’re actually planning to test these rules at upcoming conventions before we decide to make their existence known to the general public? Well, right now, there’s no real way to be sure (unless you’re us). So, I’ll not comment on that anymore.

In the meantime, let some of the artistic creations over at www.SteampunkGoggles.com inspire you to try something truly dangerous to your peepers.

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

Conflict in Clockwork: Empire, pt. 2

In the last design post 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:

  1. One unified conflict system to cover both physical and social conflict
  2. Mechanics that let players have real control over how they chose to participate, and for their choices to matter
  3. Conflict needs to stay fluid and support storytelling
  4. No hand-waving; work on it until it works.

With this post we want to dig into those points in more depth, particularly the first two. At first blush, those ideas look like they might fight each other, as the vast majority of rpgs out there have very deep and sometimes quite complicated systems to cover physical conflict, and handle social activities with one or two abstract tests that work or fail based on a single test. We wanted to avoid that lopsidedness to give players meaningful options to resolve (or start) conflicts in either or both areas. Also, if you build a character that’s a silver-tongued schemer they should have a chance to shine and face real challenges in their chosen arena just as much as the army officer engaged in fight against a deadly foe.

The basic test mechanics were easy enough to keep equivalent, but looking at how we would find parity between convincing someone and wounding them was a bit trickier. Early versions of the rules had physical Guard and social Guard exactly equivalent: starting Guard was calculated from a trait combination and was then worked down, and once it was down the target could be wounded (physical) or convinced/persuaded (social). Although that system worked to an extent, we saw a lot of lopsidedness when folks that were more physically focused could be quickly convinced of things, which doesn’t track to reality. So, per rule #4, we went through a lot more playtesting and refined things down to the Disposition mechanic. The fundamental rules are the same as working through Guard in physical conflict – choose a trait combination and test against the target’s social defense – but rather than having a static Guard, allowing players to set their own starting Dispositions allowed the opportunity for players to give a mechanical expression to their characters’ thoughts, feelings, and beliefs. With that one tweak, we were able to keep an unified approach in a way that supported roleplaying, and, moreover, gave more weight to characters’ positions and provide creative players with lots of considerations for possible conversational approaches to use in conflict that might help set better starting Dispositions. Letting characters set their starting Dispositions and requiring multiple tests to successfully convince/persuade a target also made sure that narrators weren’t robbing players of agency: it required real, concerted effort to change their minds, and on the flip-side, it would require real effort to change the minds of npcs.

Having met the goal of rule #1, we took a hard look at how those systems could give players options since the mechanics were equivalent. One problem we saw in other systems that we wanted to avoid was that characters who were more socially focused often suffer disadvantages or become sidelined when they’re involved in physical fights. As with many other problems, the answers came by looking at reality. In physical conflict situational awareness and threat assessment are critical in keeping yourself safe – keeping your Guard up – and distractions and feints can both work through your Guard and leave you vulnerable to the real heavy hitters. Feinting lets you mix a social Attribute and a physical Skill, such as Presence + Fencing, to get your opponent in a bad spot by leaving themselves exposed. Purely social attacks such as Presence + Command allow you to distract an opponent and drop their physical Guard, or even change their Disposition to surrendering. This way every character has a range of options in physical conflict and can make a difference in the outcome.

One of the greatest moments at our GenCon games came in the final scene of Idle Hands when the player running Sgt. Matheson and the one running Ms. Ramsay (both brand new players with no prior experience in Clockwork) cooperated in a series of three successive social attacks to convince one of the antagonists to surrender – even though they hadn’t yet been wounded. The parity between the systems gave people more tactical options and multiple ways to resolve the fight, and a realistic way to wrap up conflict without requiring everyone on one side or the other to wind up dead (that does tend to go poorly with the authorities, after all).

The next article will cover Clockwork: Empire’s unique initiative system and fluid play options. Until then be well and have fun, and keep an eye out for some very important announcements in the next few weeks.

Best,

Than

Conflict in Clockwork: Empire, pt. 1

This is the first of a short series of design posts discussing different aspects of the conflict system in Clockwork: Empire.

All stories rely on conflict. Without the clash of arms and struggle of ideas and ideals there is no risk, and no point.

Many people have written and thought as much, and that’s hardly an unique insight when it comes to games. Most games are at their heart specialized conflicts between players: the rules are there to make the conflict safe. At their best, role-playing games can blur the lines between real and imagined conflict and build real passion and spirit into meaningful, memorable experiences.

Exploring what conflict does in a game is very meaningful to us because dissatisfaction with how other games handled conflict was one of the first motivations we had for designing the rules and mechanics that grew into Clockwork: Empire. So many games present incredible settings and have the potential to play host to amazing and memorable stories but have rules that make systems for conflict solely into systems for combat. Disagreements, persuasion, and opinions are often either left out entirely, or they and anything else approaching social are solely the subject of GM fiat. Those few systems that do include mechanics for social interactions almost always reduce it to a matter of a single die roll or limit it to a momentary bluff or distraction. I’d prefer not to dwell on any that have social “hit points.”

That isn’t to say that we don’t like other games: quite the opposite. With decades of combined gaming experience, everyone at Reliquary has played games of all sorts with each other, and we’ve laughed and cursed in equal measure at fickle dice and fantastic, unlikely success. What pushed us to look at conflict differently was that so many of the memorable moments had nothing to do with the “story” of a combat but depended instead on a good or bad random number. We wanted to change that.

With Clockwork: Empire, we wanted to build mechanics that supported a story, and gave players real options to meaningfully impact the game that depended on their plans and improvisations in the thick of things, rather than on a particular bit of math or a special rule for their character. We wanted players to make characters that can actually talk themselves out of (or into) fights. We wanted a system where thoughts and opinions mattered just as much as bullets and blades. The critical design goals we kept in mind were:

  1. One unified conflict system to cover both physical and social conflict
  2. Mechanics that let players have real control over how they chose to participate, and for their choices to matter
  3. Conflict needs to stay fluid and support storytelling
  4. No hand-waving; work on it until it works.

In the next few weeks we’ll have a series of posts to look at those design goals in more detail, social conflict in the game, and antagonists. If you have any particular questions or aspects you’d like covered in detail let us know in the comments or on the forums.

Best,

Than