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: One unified conflict system to cover both physical and social conflict Mechanics that let players have real control over how they chose to...
Category - Antagonists
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...