World in Revolution: 1910
First developed by Frymonmon, presented here by Gaebrael.
Introduction
It is 1910. The Great Powers of Europe are slowly descending into chaos, as old rivalries and new threaten to plunge the world into war. Empires are growing and shrinking, revolutions are birthing and dying, and a continent—and world—that has for decades been locked into an uneasy peace, is slowly coming apart at the seams. Will the powder keg be ignited, or extinguished? Will the ensuing explosion destroy what has been created, or give birth to new nations and new empires? These are the questions for the leaders of this World in Revolution, for you and your fellow players, to decide.
Rules
I. Do as much research on your chosen nation as possible. Although you are in control of the nation you choose, you are expected to keep realism in mind.
II. Submit your orders (see Orders section) on time. 6:00 GMT on Saturday is the deadline, which is 24:00 Friday for me. This means I have two days to process things, and then we move on. You guys all have five days. That should be plenty of time to submit rolls.
III. Create detailed literary accompaniments. Try to post IC at least once per update.
IV. Try to be active in the OOC and chat.
V. Be respectful at all times to all players and GMs.
VI. Generally, be kind. The largest incentive for me to invest so much time into this is that I am doing it for a community I am coming or have come to know and enjoy.
Nations
Select a nation of your choosing and stake your claim in the OOC. The GM(s) will then fill out your Nation Sheet. The orders you submit each round will affect the statistics within your sheet. After the GMs post the initial sheet, you are responsible for copying the sheet into the Character Section and updating it as the GMs PM you. Regime changes and power level changes are possible and in fact likely in many circumstances. At some point, the rank of Superpower will most likely be established with 8 Orders and 4 War Orders.
Orders
Orders are the actions that you wish for your nation to undertake. They are sent each round to me, Gaebrael, and I apply dice rolls and modifiers to them to determine whether or not your action succeeds, and to what degree. Each order will also cost you income, the precise number depending on the outcome of the modifiers and rolls. When has a government ever followed its budget to the letter, after all?
The amount of money that your nation has each round to put towards orders is your income. If you spend less than your income, the size of your treasury increases. If you spend more, it decreases. An (extremely simple) example of an order is as follows.
"The Ottoman Empire builds factories in Ankara."
According to the relevant modifiers and the results of the dice rolls, applied by the GM, the order can either have little to no effect (or even a slight negative effect), succeed somewhat, or be extremely successful. In this example's case, the statistics affected would be your income and/or your infrastructure rating.
Different nations submit different amounts of orders each round, depending on their prominence in the world stage, as shown in the 'Claims' hider in the Nation section. What sort of power your nation is isn't set in stone, and can be changed by the events of the roleplay, if you become significantly more or significantly less powerful.
World Powers submit 6 Orders
Continental Powers submit 4 Orders
Regional Powers submit 2 Orders
In addition to your normal orders there are war orders, submitted, in war time, alongside your regular orders. These are only applicable during war, and determine your nation's general strategies against its opponents and the specific actions of your armies. Like normal orders, they are subject to various modifiers and rolls, and can succeed or fail. War orders cannot be used for production, even military production. They are only used for actual warfare.
Your Nation Sheet will show you how many Navy, Army, and Artillery Units (Corps) you have. At the end of each order submitted to me, you must detail in a hider where each corps is located, ideally by city/town, although province or nation is acceptable. More specificity is better, as it gives you more control if and when war breaks out. Please embolden all changes in the position of military units from one order to the next. The location of your corps must be submitted even in peace time. Otherwise, your corps will be in no location in particular if you are attacked that turn, leaving you at a disadvantage.
IC Posts
This is the bread and butter of the roleplay. Stats are ultimately a means to an end. In reality, everything serves to fuel the IC.
Here are a few forms that you might find helpful. These are simply guidelines for what to include in various agreements between players, as well as some formatting tips. Agreements don't need to be exactly like these examples.
GMs
If you would like to be a GM, PM me with qualifications and what role and I will probably accept.
Second Order GMs
These guys help me research and keep things level. They may play nations, but are encouraged to not be rogue ones (e.g. North Korea). They do not roll, but they have a hand in the statistics and processing.
First Order GMs
Extremely involved partner. Does the rolling with me, and a ton of research. Community leaders. These players may not play nations themselves, but they are permitted to take up whatever NPC nations they wish.