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The Inner Secrets of Clockwork Empires

World Building is a finicky business. You need to build a universe for a game, and you need the universe to be believable and cogent. When we set out to start writing for Clockwork Empires, we knew that it had to be different than Dredmor; Dredmor was very self-indulgent, and full of sly nods, parody, tropes, and generally rampaging through every single fantasy property, bad B-movie, and obscure metal band known to man, woman, and Diggle.

CE is a bit different. We have some scope to be indulgent, but we need to get away from anything that is referential and anything that is going to break the illusion that this is a large, functioning Empire with its own intelligent citizenry and history. We can’t make references to, say, Buckaroo Banzai (sorry, Daniel!) and get away with it. We actually have to go into the trenches and start writing about the world, and about the things in the world. This process is known as worldbuilding.

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