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Hidden 8 yrs ago 8 yrs ago Post by tanderbolt
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tanderbolt Time is the substance I am made of

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Balance of Power



The greatest war the world has ever seen is now over, and the old political order lies in ruins. Industrial warfare has brought devastation to lands across all continents, and the prewar world’s system of alliances and regional powers is now a quaint memory. In the aftermath a few nations stand above all of the others, having emerged victorious and ready for this new era in world history. They will be the driving forces of world events, as their competition grows in ferocity and nations must choose sides in the coming conflict, one that will play out not only on battlefields but also in financial markets and hearts and minds across the globe. The era of old Great Powers has ended, the future belongs to the Superpowers.

This will be a nation RP inspired by the Cold War and the aftermath of World War 2, starting from a similar time period. I’ll need two Superpowers (possibly a third if we get a lot of interest) and several ordinary countries. The Superpowers are nations that have an intense rivalry and both seek to become the single dominant power, and they will try to do so by rallying smaller countries to their side, by whatever means they can.

Players will control the central government of a fictional nation and guide their policies to steer their nation through the years. To make a nation, choose advantages and disadvantages and fill out the form below. Superpowers get ten points to spend, normal nations get five points. Advantages that are in bold cost three points for Superpowers and two for normal powers, all others cost one. Disadvantages will earn you a half point (except Agrarian, which will earn a full point), up to a maximum of five points.

The actual game will move in turns representing roughly two years of real world time, players will interact with each other and make decisions about how to allocate their nations resources, prioritizing things like building a stronger military or investing infrastructure, which will have effects as time passes. World events will disrupt the status quo occasionally just to make things more interesting. When we've got enough people to start I'll have everything hashed out.







Hidden 8 yrs ago Post by tanderbolt
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Lastly, just to let those who were there for the interest check know and to reserve a second post in case I need space: @BingTheWing@Taeryn@Inkdrop@Treshan
Hidden 8 yrs ago 8 yrs ago Post by LordZell
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This seems interesting... So if I could I'd be interested in being the losing country from the WW2
Hidden 8 yrs ago 8 yrs ago Post by BingTheWing
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Yay!
EDIT: Will there be a minimum of disadvantages and/or a maximum of advantages?
Hidden 8 yrs ago Post by Taeryn
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The gamification in the advantages/disadvantages is understandable but annoying :p.
Hidden 8 yrs ago Post by LordZell
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LordZell The Zellonian

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Also if I can be the germany I already have an idea for it. Zellonia would be the name and the Advantage would be Miltiary Tradition with several Disadvantages.
Hidden 8 yrs ago Post by Iluvatar
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Real life world map right?
Hidden 8 yrs ago Post by KingTip
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Looks really cool! I'll have a nation sheet up soon.
Hidden 8 yrs ago Post by tanderbolt
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Real life world map right?


Yes, it's easier that way. You can request where you want to be roughly on the world map if you have a preference, and I'll do my best to take it into account when I draw up the map before we start.

Also if I can be the germany I already have an idea for it. Zellonia would be the name and the Advantage would be Miltiary Tradition with several Disadvantages.


That's fine. Remember, you have five points to spend as a normal nation, you could take on other advantages like Fully Industrialized and Technology Leader if you want to make Germany (East or West). Disadvantages aren't mandatory, they're just a way to get more points to spend on advantages if you want. The raw number of advantages or disadvantages doesn't matter as long as you don't go over the point limit. Superpowers have ten points, normal nations have five, and either can gain up to five additional points by taking on disadvantages. It takes two disadvantages to earn an additional point (except for Agrarian, which will earn a point all by itself). If anyone has suggestions just let me know. By the way, if you wants to make your nation one of the two superpowers, please mention this when filling out your nation sheet.
Hidden 8 yrs ago Post by Inkdrop
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Will our nations be using real weapons too? Or at least copies/close copies of them?
Hidden 8 yrs ago 8 yrs ago Post by BingTheWing
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Crapcrapcrap I've been slacking off

By the way, will we start directly after the war ends or a few years later?
Hidden 8 yrs ago Post by tanderbolt
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Will our nations be using real weapons too? Or at least copies/close copies of them?


Basically. You'll go through the technological advances like the real world, and decide what you want to prioritize. I could see someone deciding to pursue cancelled projects like the XB-70 or Object 279 instead of what was actually chosen historically, but it will all be close to history.

Crapcrapcrap I've been slacking off

By the way, will we start directly after the war ends or a few years later?


One year after the war, all of the treaties and mop up are finished but not all of the deployed troops have returned home.
Hidden 8 yrs ago Post by BingTheWing
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This is gonna be tricky - the history of both the world wars and the Cold War placed heavy emphasis on international relations. Globalization was on the rise during this time and there wasn't a single country who wasn't affected by another's actions.

Also, colonialism - I'm pretty sure most of the countries nowadays were either colonizers or colonies themselves. So I'm not sure how non-colonizer countries will go about making their CS.

Therefore, I suggest that we establish at least two superpowers, several major colonial powers and the participants in the war first before moving on to other things. I don't think we can start the RP coherently without having these roles taken (NPCs controlled by the GM would do).
Hidden 8 yrs ago Post by tanderbolt
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This is gonna be tricky - the history of both the world wars and the Cold War placed heavy emphasis on international relations. Globalization was on the rise during this time and there wasn't a single country who wasn't affected by another's actions.

Also, colonialism - I'm pretty sure most of the countries nowadays were either colonizers or colonies themselves. So I'm not sure how non-colonizer countries will go about making their CS.

Therefore, I suggest that we establish at least two superpowers, several major colonial powers and the participants in the war first before moving on to other things. I don't think we can start the RP coherently without having these roles taken (NPCs controlled by the GM would do).


The focus on international relations is a big part of why I made this RP, if everything goes well it'll a lot of options for player interactions. For colonialism, I made the Colonial Power disadvantage to represent a situation similar to Britain or France after the war, a powerful nation with a colonial empire that's slipping away and will force them to make some tough choices. If someone wants to make a nation that is a former colony, mention it in the brief history section and I'll make an NPC nation out of the colonizer (unless you get the OK from another player for their nation to be the former colonizer). There's always options for nations without colonial issues, there were plenty of nations who lost their colonial empires that were dismantled before the end of World War 2.
Hidden 8 yrs ago Post by BingTheWing
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Hmm, all well and good, but what I'm saying here is that we need a lot of essential roles filled before we start, lest we have major holes in our histories. Perhaps make a list of roles that need to be filled first?
Hidden 8 yrs ago 8 yrs ago Post by Inkdrop
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Well, I hammered out a rough NS.


Hidden 8 yrs ago 8 yrs ago Post by tanderbolt
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Looks good, a lot of detail on the history section. That's a good thing, but it's also fine if someone wants to give less when making their application. I wouldn't count distrustful of other nations as a disadvantage, as it's more about how the nation approaches diplomacy rather than a feature of their society. If that distrust was strong enough that they reject the influence of other nations even when doing so makes modernization and development harder, you could take Entrenched Traditions. As is it's accepted, and you can post it in the characters tab. As of your bio, I guess there was a first world war in this world also, but I'll leave the details of what happened in it up to whoever wants to fill them in.

Bing, that's a good idea but I'm not sure how I want to handle it. I'll make an edit to the OP soon with something to address that.
Hidden 8 yrs ago Post by Inkdrop
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@tanderboltIf you would like, I can remove the parts mentioning World War One. But there's gotta be an original if there is a sequel.
Hidden 8 yrs ago Post by Iluvatar
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Oh, I ought to finish my app, oughtn't I :P
Hidden 8 yrs ago Post by BingTheWing
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How far should our histories stretch back?
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