Hello everyone. So basically, I love NRPGs, I think they are some of the most interesting of RPs out there. Combining culture, character development, imagination, and a whole host of other ideas into one writing game. Unfortunately, however, in all the NRPs I have been a part of, they never seem to survive very long. Understandably so, as an NRP in itself takes a lot of commitment, but also because I believe that the RP itself lacked in identity. They would always get lost in the grandness of their scope and in the petty quarrels of its players (something I am, regrettably, guilty of). However, I aim to rectify this issue by using this Interest Check to acquire positive interest, allowing the players to have some say in the overall world creation, while also setting concrete rules on the ins and outs of the world.
OOC - The Story - Nation Sheet Depository
So, first off, the options. I spent a good deal of time scanning the interwebs looking for maps that I thought would produce a very good state of interactions between nations. The maps are as follows:
I am also going to say that each of these maps encompass the entire world of the NRP. Given the current technological state (which by the title, I am sure you can guess), it is hard for me to comprehend how the advanced nations of the world would not have explored the entirety of the world. As for map 3, which clearly could be added on to, I will say that we will just have to imagine that the lands north and west only go a little bit away, and really add no landmass to the map.
Now, as for the technological state of the world, this is going to be a game based around Steampunk and Clockwork Punk. Now, some people might be like, "but wait, those go hand in hand!!" (because steam often uses gears, which is what clockwork is based around), here is where I make the distinction.
Steampunk machines are massive. They are behemoths, with massive coal powered engines and tanks to contain the water, steam, and turbines. A car is far to small to utilize steam. The smallest steam powered vehicle would be a train. Thus, clockwork would come in for smaller items, like cars. The owner would have to crank up their car to get the gears going, so that the car would be self propelled. Hopefully, you can see the issue with this. In that a car run on gears probably wouldn't go far or fast for very long. Thus, in this world of punk, horse and buggy are still viable, as are forms of cavalry in warfare.
Also, and I cannot stress this enough, there will be absolutely NO DIESELPUNK IN THE RP! Internal combustion does not exist. There is no oil. And just for arguments sake, I will say that in this world vegetables do not produce an oil that can be used to fuel a car (for those who want to run the world on corn and sugar cane), and the amount of energy required to effectively split water into its lower elements is far to inefficient to do. So basically, it is a world run on the fires inside your boilers. (And for the other smart people, no nuclear power plants. Yes, I know its technically steam, but they are out too). However, I am not limiting you to what substance you use to make these fires. Coal is an obvious choice, but if you want to create a new element (or elements) that burn better, go ahead!
As for large vehicles and weaponry, I'll have to give a lowdown on the limits of all aspects. Especially in regards to airships, as even though this is a totally unrealistic RP, I would like some aspect of realism. This is especially in regards to the physics of most things.
Airships: The most iconic of any Steampunk vehicle, the airship in many regards the lord of a Steampunk world. However, even a king has its limits. Airships, in this RP, can remain the classic battleship in the sky. They can be highly armored, and seem to totally defy any actual physics. HOWEVER, these ships are limited in the amount of cargo they can carry, maneuverability, and they MUST have some form of lighter-than-air gas inside within specialized gas holders. These gas tanks don't have to be exposed in balloons, however, and can be hidden within the hull and protected by armor. Also, due to floating, when firing their "big guns," it results in a huge amount of shifting within the air, which can be detrimental to the machine and the crew. Also, in terms of cargo, an airship will hold much less weight than a normal naval ship of the same size/class. Also, small, hot air balloons can also be utilized as more commercial and personal transportation.
Airplanes: My biggest pet peeve of any Steampunk RP. PLANES CANNOT UTILIZE STEAM! They are too small, and the physics behind them requires too much speed for the power release provided by steam to get any lift. However, I do know that in many Steampunk worlds, there are some type of plane-esque flying device. I, personally, believe these are ornithopters. These are flying devices that use flapping wings, rotors, or both, to fly. However, these are examples of a clockwork punk vehicle. For these to be utilized, the engine must be wound up to tighten the spring, which will then get the gears turning to achieve flight. This flight will most likely be very short and limited, and limits the flight range and weight capacity of all these vehicles. There can be special docking and winding stations throughout your nation run by larger steam engines to wind the vehicles to give them a more powerful tightening, but that still does not make them a truly effective form of travel. The ornithopoters can cause issues for large airships, but it would take a highly concentrated and coordinated effort to achieve.
Tanks: Simply put, tanks would be extremely ineffective in this world. Yes, they can be the size of a train engine, but like all things steam powered, they would be extremely slow. Making a blitzkrieg tactic impossible. Also, factoring the massive armor such slow moving vehicles would need, the tanks would be moving even slower. In truth, landships would be far more effective weapons, though I shall not say 'no' to tanks outright.
Landships: Landships are massive monsters of iron and fire. They are highly armored, slow moving, and packing a shitton of punch. However, they are very vulnerable to air strikes, and to raids by smaller parties (like cavalry strikes), if they attack from one of the many blind spots on such machines.
Cars & Trucks: Truthfully, there can be a steam powered car if you would like, but it would be a huge, slow moving car, that would only have a true purpose of flaunting wealth and status. Most cars and trucks instead, would be clock work based, and thus have to be cranked to start. The smaller ones have towing limits, while the steam powered ones, while able to tow and move heavy loads, are extremely expensive for the normal person to own, and utilize a lot of materials.
Naval Vessels: Basically the ships of this era are the same as the real world ones. They aren't fast, but they can carry the greatest load out of anything on the planet, and provide the safest and most reliable form of travel. I will allow naval vessels to look like WW1 vessels, but they will still remain steam powered. Naval vessels advantages over their flying brethren are better cargo capacity, higher safety, and a more reliable firing base. Naval vessels, if spotting an airship fleet quick enough, can hold their own. However, if an airship were to get on top of a naval ship, the bombs would most likely swiftly sink the ship. Naval vessels can also move at a swifter speed than airships.
Weapons: Since automatic and semi-automatic guns, as well as artillery, are based on mechanical (i.e. clockwork) structures, we can have rifles similar to the level now.
If there are any other weapons or machines you are concerned about feel free to ask me, as I will be happy to clarify for you!
As for races, I was hoping to have this RP be a sort of Star Trek/Wars feel (and no, I do not think the two sagas are similar). By this I mean there can be a whole host of different intelligent species scattered throughout this world. From Orcs to elves to humans to anything else you could possibly imagine! Also, each race can have special perks that make them special. However, these perks must also be counteracted by disadvantages. We will use humans as the baseline species, possessing few notable advantages or disadvantages. Also, do not confuse these perks with magic. This is an RP of tech, not magic. Much like the power of the Vulcans to read minds, it can be scientifically explained. A power such as that can exist, but it must be counteracted by something of a very negative nature (or many smaller negatives).
So anyway, I know that seemed like a lot, but it was really just some ground work and rules to remember, most of which only come to play during war (which should not be the focus of the RP). So thank you for reading, I hope I will see you in the OOC of this RP!