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

Kickstarter Update #9, News and Events

We’ve just posted a big update on our Kickstarter campaign covering a number of events. Go to the cmapign page to read it in full, but here are the highlights:

Zeke & Than will both be participating in an RPG.net Q&A chat this Tuesday at 7 PM EST. The chat is part of a regular series of designer and publisher Q&As and we’ll be covering anything and everything, so if you have questions for the designers and writers, want to know more about the setting, or see if you can catch a new tidbit about the rules and systems that will be covered in the core book, you can join the chat for free and without creating any accounts simply by hopping on the chat client tomorrow 10/29 at 7PM.

Than will be running demos and full intro sessions at The Temple Games at 167 Columbus Ave, Pawtucket, RI 02860 this Saturday from noon onwards. Come by to check out a game, ask questions, and hear more about the game.

We’re thrilled to announce that the incredibly talented Helen Mask is officially joining the roster of artists for the core book. We fell in love with her work and are already looking forward to her contributions to the book: you should drop what you’re doing and check out her gallery.

Since we’re less than $1000 from our next stretch goal – Steel & Steam – we thought it only fitting to share a glimpse of the item creation rules and talk about the many options they afford players in the game.

Keep an eye out, as we’ve got a good head of steam going into the final two weeks of the campaign, and lots more excitement to come.

Ever onwards,

Zeke & Than

Adventure Unlocked: Incident Aboard the Egret

We’ve already unlocked the first stretch goal in the Clockwork: Empire kickstarter campaign! The adventure “The Incident Aboard the Egret” is now unlocked and will be made available for free to all of our backers of “Citizen of the Empire” or higher. The “Incident” has a very different feel from “Idle Hands” – the adventure included in the QSR. “Idle Hands” was a classic exploration/delve with at least several characters who already knew each other and had a clear reason to work together, so we wanted to change that up in the “Egret”. This adventure has much more opportunity for social conflict of all sorts, and the 6 pre-generated characters that will come with the adventure each have their own reasons for being onboard, different goals for the trip, and their own concerns that might put them at odds with others when the voyage takes an unexpected turn.

To give you more of a taste for the adventure, we have a preview of the opening scene, and have posted the character sheets for Fitzwilliam and Augusta Slow. The pair can be used as alternate player characters for Idle Hands, or put to your own uses as NPCs or even antagonists in your own games.

Fitzwilliam Slow

Augusta Slow

Chapter 1, Scene 1: Up and Away

 “The airfield is just outside Sao Paolo itself, and the Egret sits shining and proud in the center of the field, surrounded by a scattering of small blimps that look fat and graceless by comparison. The blimps are used for short cargo flights into the logging camps and coffee plantations in the rainforest to the North, and they look the part of simple laborers. The Egret, though, is majestic. Long, lean, and modern. Even her cargo is more precious: mail and parcels traveling across the Atlantic, vital information that directs trade and politics, and helps bind the world close even over the expanse of the ocean. And, of course, the Egrets also provides swift passage to each of you.
 
Approaching the passenger gondola amidships you are all welcomed by Captain Malloy and First Mate Finch, both cutting sharp figures in their crisp blue uniforms. Greeting you each in turn and welcoming you aboard, you enter the cabin and are brought to your rooms. Fitzwilliam and Augusta Slow share a cabin, as the casket with their father’s corpse needs only berth with the cargo. Mrs. Morgadaz has a cabin to herself, as does Dr. Beechum. Herr Hoch and Mr. Dunn are splitting a cabin. The other passengers that come aboard are a somber priest dressed in the unrelenting black vestments of the Magisterium of Rome except for the first lines of silver streaking his hair, a well-heeled Brazilian gentleman with a pair of half-moon spectacles and a sporting a trim mustache and neat goatee, and a slightly sunburned but otherwise neatly turned out British husband and wife with a pair of two young children in tow.
 
As the final cargo is loaded and final preparations for takeoff begin, the Egret’s steward, Mr. Hay, comes through the lounge to offer everyone a small flute of champagne. With a polite smile, he invites a toast. “To your departure from Brazil and the launch of a smooth journey to London.”
The next two stretch goals are small, and will net us funds for additional art to go into the core rulebook and artbook, and the opportunity for us to give the unlocked pdf rewards like “Incident Aboard the Egret” to every backer from the Imperial Emigre ($20) level and higher.

With excitement,

Zeke and 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

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

The Character Sheet… and more to come!

This is it. The good stuff is finally rolling out. Here is the beta version of the character sheet (a dynamic fillable PDF). It should give some clues to the mechanics of the game until the Quick Start Rules and Clockwork Cards are released later this month. Until then, feel free to leave feedback in the forums.

ClockworkEmpire_CharacterSheet

 

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.

The Technology of the Clockwork World

The Clockwork World was born out of a desire to create a kind of setting that we hadn’t yet seen. We wanted to make a world that was only one or two steps removed from actual history, rather than a world with one or two leaps and a windfall of changes in their wake. Hence, much of what we did wasn’t imagine up new things, but rather extensively research the oddities and inventions of the real world of 1896. We didn’t dream up much at all, but rather took what really did exist as either unique or unknown and make it ubiquitous. The result is a highly believable “unbelievable world.”

I had a conversation with our editor about the ‘Photophone,’ a sort of wireless telephone invented by Alexander Graham Bell that encoded sound on light. The editor had read about it in the source material and suggested that we call it something else. I had to inform him that Bell really did invent the photophone just as we had written it. In fact, it was the invention of which he was most proud. You’ll find all sorts of things like that in the Clockwork World: voice synthesizers, and automatons that stand upright and run at nine miles per hour. We didn’t have to make Babbage invent a Difference Engine in the 1830s, because Per Georg Scheutz truly did invent one and displayed it at the World’s Fair in 1885. Our own real world of 1896 was brimming with fantastic technology, thus we try to create a more believable Steampunk World by simply making extant technology more widely available. We hope that it creates a more immersive world with much less of a fantasy feel, and provides players and Narrators a framework into which they may seamlessly insert their own ideas, research, and historical knowledge.

There are supernatural qualities to this setting, but even they are heavily researched and based on period documentation. We will talk about them in the next post.