Failed State
A game where rebel factions of a fractured revolution vie for control of a failed state with each other and international peace keepers.
Unlocked Provinces
Technology: Modern Era
Setting: Fictional/Earth Like/Desert Environment
Story Goal: Domination of the area through force or diplomacy.
Setting: Fictional/Earth Like/Desert Environment
Story Goal: Domination of the area through force or diplomacy.
Story (If You Can Call It That)
Supreme General Tsar Crimson Grey of Hurphia has ruled the desert nation for almost half a century, and is well into his 80's.
A ruthless dictator by trade, he swept to power in a military coup that culminated in the untold murder of thousands of political opponents and resulted in total oppression. Ever since, he has ruled with an iron first, suppressing the people mercilessly and ignoring the international community's half hearted attempts at restraining his barbaric reign.
But after a global economic meltdown, Hurphia's people fell on especially hard times. Starvation was rife, as the nation's economy totally collapsed, and international sanctions finally took their toll.
The peoples took to the streets, demanding democracy and for Crimson Grey's removal from power. Naturally, he responded with fighter jets, armoured columns and indiscriminate shelling. Tens of thousands died in what was known as the Four Weeks of Crimson. With any chance of peaceful revolution crushed in this dispicable military crack down, the people were faced with little choice but to revolt.
All across the nation, terrorist cells quickly swelled into self-styled armies, taking the fight directly to local government forces. The civil war swept across the country, creating a grave humanitarian crisis for those caught between the fighting forces.
However, the revolutionaries are divided along political and idealogical lines, and they have fractured into smaller groups. Hurphia is now a cauldron of death and destruction.
Under intense media and public pressure, the world's governments formed a united peace keeping force, and dispatched it to the country with all haste. Hurphia, being rich in crude oil reserves, was also a domino that many foreign governments could not afford to fall into civil war, as the consequential impact on the oil market would be catastrophic at a time when global economies were already facing difficulties.
The peace keeping forces, termed PEACEFOR, arrived in Hurphia promptly and immediately set about destroying Crimson Grey's forces. However, the old dictator was stubborn, and committed his vast but under equipped army to defeating the invaders, leaving the province of Asamba lightly defended.
It is here that the rebel factions will finally have a chance at establishing themselves as true territorial powers. First they must take the oil fields, the airports, the docks, the water hubs and the industrial areas, before rolling on towards Hurphia's capital.
How This Works
Players take on the roll of a faction, choose a numbered starting region as their base of operations, and then war with each other or the government forces for control over vital resources. Each region has a resource, whether its oil refineries, arms factories, docks, airports - anything of value to your cause.
Other than the above mumbo jumbo, it plays like any other NRP. Nurse your faction to strength through the eyes of your cell leaders, militant commanders, spies etc etc as you blow loads of things up and push back the government's army (or each others) in a quest to establish your own country within the province.
This is a fictional environment, not set on Earth, but set in equivalent modern times. Threfore I'll allow for copy/pasting Earth military equipment, although renaming them might help with immersion. Alternatively, I'm all up for custom units.
As we're playing as rebels, our stuff will be pretty tacky until we secure arms factories and the like. Also, we might be able to import some advanced weaponry from sympathetic countries via docks and airports. We'll just make it up as we go I guess, and see how things pan out.
Regions
Each numbered region on the map denotes a county within Asamba Province. Each of these counties contains a single city, and a smattering of towns/villages. As Hurphia is a desert nation, much of the country is actually uninhabited beyond urban centres, making the counties' cities the prime targets.
Before the RP starts, the GM will assign each county with a resource. Players will be able to choose the resource of their base location during the creation of their "state".
The anonymous towns and villages aside from the cities will simply be back ground noise, unless the players wish to make them significant.
Taking Over Regions
We're all mature here, I'm sure, and I'm not going down the stats avenue because fuck that noise. If you want to attack a government held area, go for it. I'll expect descriptive battles full of death and depravity as your gung-ho militia snakes its way up satan's rectum in the crucible of glorious combat.
If you roll over the government forces with a fleet of bicycles, we'll have issues.
When it comes to other players, I'd prefer mutual agreements to be reached. There's no real winning here, only a story to be told.
Where there is an impasse, I'll simply roll a dice if the forces look evenly pitched, or make a decision based on who I think would win.
Simples :)
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Any takers thus far?