Hidden 8 yrs ago Post by Polybius
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Polybius Rhymer

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Building an NRP Roleplaying System


So I've been researching a boatload of different games for this little project-and I was actually surprised to see that their exists only a limited number of rules dealing with roleplaying a whole nation, faction or kingdom. What I did find was either tucked behind a paywall or grossly incomplete/overtly complex. So I decided to tackle this myself. The idea is to develop a foundation for a 'system' that could easily be adopted for any genre of nation roleplay-modern, historical, fantasy, sci-fi-whatever. I've written a bunch of different ideas down and I am sharing it with the community to see if anyone can look at it and maybe even help out. (You know how you stare at a problem for a long time and just get bloody stuck-well that's where I'm at with this, a fresh set of eyes would do me good) So come on in and have a read.


Basic Questions


At first I thought I could simply hack FUDGE or FATE as someone suggested. This doesn't work for me for a couple reasons: I've never used either system to any great extent and the dice concepts are kinda strange. I also thought about using D&D's tiers of difficulty and advancement, but then I realized my biggest mistake. Nations are not characters. In a standard roleplaying game, your character kills things, gets the gold and gains experience. Nations grow, but they also contract, even collapse. The standard formula of playing and gaining levels or experience doesn't apply that well to a nation game. Time to get creative.

  • What defines a nation?
  • How do they interact with each other and the world?
  • What else can I do in this game?
  • What is the difference between system and mechanics?

Defining a Nation


A big part of roleplaying is knowing exactly what your character is-this is far more complex when it comes to a Nation, as I've found. I've decided that a few basic concepts should cover a broad set of national aspects, and maybe a handful of concepts could deal with very specific things or ones that change more frequently.

Broad Concepts:
  • Culture - How influential your nations culture is on other nations. For instance, American culture (especially media and movies) influences even nations that are at odds with the USA.
  • Economy - How strong and stable your economic institutions are.
  • Production - How fast you can build units and structures.
  • Infrastructure - The physical and organizational institutions of your nation. Roads, bridges, walls, but also emergency services, clergy etc.
  • Technology - How technologically advanced your nation is.
  • Militarism - Not to be confused with actual military strength. How willing your nation is to go to war and how it conducts itself. A better name might be "Aggression".


Other Concepts:
  • Stability - Not sure about this one. Measures how likely your nation is to be thrown into anarchy or social collapse.
  • Wealth - Material wealth. For a fantasy game this might be gold or jewels, for a modern game this could be your nations Currency Worth.
  • Territory - How much land or area you have under your control. Pretty important in a military/conquest game.
  • Population - How many people under your rule.
  • Government - Type of government. Lot's of different kinds specific to the genre of game.


More to come. Number crunch. Defining difference between system and mechanics. Did I miss any concepts that might define a nation? Looking forward to discussion.
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Hidden 8 yrs ago Post by ClocktowerEchos
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Nations are not characters.


I would actually like to argue against this statement.

Nations are in fact characters but they aren't a typical character. Between normal character RPs people play and the nation-states and factions of games like EU4, Civilization, etc that NRPers love to play, I find the concept that you can humanize or characterize a nation is something which isn't commonly done because people either don't really know how to do it beyond Countryball-ing and Hetalia-izing things.

For me personally, I accomplish this through my own take on what history is: the greatest story ever told. Taking the nation as a whole and using its people to tell its history as a story is not something too uncommon. Now that I'm actually trying to explain it, I find it harder to properly articulate my thoughts. I guess one way to go about it is to say to think of the people as a whole instead of the country. For example, in World War 2, we all have heard about the unwavering revenge Russia got on the Nazis after they backstabbed them a, how deftly resistance movements fought insurmountable odds against a vastly superior foe and yet didn't back down, the desperate if not suicidal zeal of which Japan fought with when they knew they could not win against the Americans.

While it may not be all sunshine and roses, there's a distinct difference between telling a story vs telling an After Action Report. "United against a common foe, one thousand times stronger then them, Country X fought against all odds and through force of will and great sacrifice won out over Country Y" has a very different tone of narration then saying "Country X defeated Country Y because of reasons A, B and C".

Some videos which really help express the "personification" of a nation-state are as follows:



One of my favorite RPs that sort of demonstrated this on a personal level was something that @Theodorable had created, second iteration of "An Age of Nationalism" I think. I was playing my go-to notJapan nation of Fuso as those of you who have known me for a while will not be surprised with and in it notWW1 just finished. Fuso was basically an upstart nation, recently industrialized to the ability of being able to participate, the first in notAsia to do so, only to get absolutely wrecked early on, peace'd out and occupied. To my memory, I spent the RP trying to rebuild both a nation and army in ruins, tending the wounds of a disenfranchised martial-focused nation who just saw what modern war was like and trying to become relevant. And you know what? I absolutely loved it.

And before anyone has to point it out, yes, I know my point is very convoluted and I'm not even quite happy with how I put it down but oh well, as of right now, I'm not sure how to really put in better words.

Basically I'm trying to say that just because an NRP doesn't have actual characters doesn't mean it has to be an AAG or something focused purely on the leader (something which I see a LOT of); it can be a triumphant story, a tragedy, something heartwarming or heart wrenching instead of just military arms races and kings sending letters between each other in real time. Tell a story of a nation with a nation. Tell a tale how it was once a mighty empire that fell and gave rise to others. Tell a story how a small, backwater gathering that suffered at the hands of fate became one of the strongest nations on the planet. Tell an epic of how an underdog won against insurmountable odds in a war they were forced to fight. Tell the legacy of an poor country turned itself into an industrial nation and all of its success and victories. tl;dr - Don't write a AAR or a biography, make a story.

Thank you for listening to me ramble on about this, hopefully it made a trace of sense and provided something of remote value ^^
Hidden 8 yrs ago Post by JaceBeleren
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The RPG Houses of the Blooded (by John Wicke) had an interesting take on the typical NRP. As opposed to CTE's point, it is very heavily focused on the leader. The setting resembles a medieval feudal system, in which the general philosphy is that if you can't stop others from taking something from you, you never deserved to own it in the first place. Players are nobles - ranked as either barons/baronesses, counts/countesses, marquises or dukes/duchesses. Two games would be played at once - one of the nation, and one of the character. The characters would often be going to balls or hunts, or hosting their own. It is here that the real games would be played - with the law that a contract signed in blood was always binding (there was no punishment, technically. Someone who broke a Blood Contract would, due to the magic involved, immediately have the word "traitor" burned into their forehead), there was a lot of potential for alliances an betrayals, as well as Romance and Revenge (which are capitalised for cultural reasons which would take a while to explain, but it's worth pointing out that in their language, both words were spelt the same, with only a slightly different pronunciation).

I got a little off-topic there, but the idea is that a typical nrp and an entirely seperate, more individual rp would be occuring at the same time.
Hidden 8 yrs ago Post by ClocktowerEchos
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So I got bored and did a thing and made a "budget" thing. I just drew a quick thing up to do a basic economy thing; not hard to use in an NRP if you're willing to do some numbers. If it looks familiar, its probably because I'm jacking EU4's thing just a little. Don't worry though, the math behind it is just addition and subtraction so no wonky percents or anything.

Do note that this is based entirely on a turn-based system and that everything is just mucking about at this point and may not be universally applicable. All "prices" would be determined by the GM for the RP if they use the this.

Click Here for the thing



So yeah, @Polybius maybe you could use this as some sort of basis for the economics of the system or something? I just got bored and interested and spun this out so yeah, its not exactly very deep but nor is it complex to understand. If you really wanted to add dice rolls to it you could have it so that each turn you roll a d10 or something and on a 4-7 nothing happens, on a 1-3 the total goes down respectively (3 would be 90%, 2 is 80%, 1 is 70%) or something and on a 8-10 the inverse would happen. I don't think that's possible to do google sheets tho.

Hidden 8 yrs ago 8 yrs ago Post by Ashgan
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Yo Polybius! I remember you from that one thread where I never realized there was eventually an OOC. Doesn't matter though, this interests me more, really. xD Glad I caught it.

@ClocktowerEchos
I think I understand your point. I would still agree with Polybius's statement however on the basis that characters (individuals) are inherently different to nations. That's not to say that they have to be dry, clinical and emotionless. They're just made up of different components that set them apart. If a nation had to be equated to a character, I'd say it would have to be a character with a multiple personality disorder. As I see it, no nation is ever a singular will, a singular personality. Not unless it is, say, a hive mind. Nations are typically a tug of war between competing (and sometimes opposing) ideologies and aspirations. Characters can have conflicting emotions and thoughts, true, but I think it's different to a country that's just about ready to split under, let's say a religious schism or, to use a more contemporary example, the election of a particularly controversial leader. This becomes even more relevant in the case that a country does, in fact, split up. Character's can't do that, but countries can split, merge and morph.

This would also be my first contribution to Polybius's question for concepts he might have missed. If you're aiming for realism, dynamism and drama (that's what we want, right?), I think it's pretty important to represent more than just a single facet of a nation, even if it might be the dominant one. That's also, probably, one of the primary reasons why, as Polybius already said, nations are a bit more complex than characters. They're a large, heterogenous group of characters, or groups of characters, each with their own personal distinctions and each interacting with the others on various obvious and less obvious levels. Simulating all of this to the extreme is ridiculous of course, but I want to make a point that it should be acknowledged in a good nation sheet.

Other random points I can come up with while reading the OP:
Culture - How influential your nations culture is on other nations. For instance, American culture (especially media and movies) influences even nations that are at odds with the USA.
Polybius

If this point is strictly about projected power, you could probably widen the scope and have it be a metric for hard and soft power - two expressions used to measure a country's realistic, military pressure (hard power) as well as its cultural dominance (soft power). Economic pressure (wealth, control of stock markets, owning important trade hubs, etc.) kind of falls in between the two. It's gentler than bullying somebody with tanks, but by putting embargos, sanctions or simply imposing unreasonable taxes on imported goods, a country still has relatively hard methods for disempowering their competitor nations.

On a related note, though this might be stretching the complexity - I think this "value" shouldn't exist in a vacuum. America's culture isn't a projected value that we all take in the face (though it kind of looks like it). In reality, both hard and soft power are a sliding scale of at least two projected powers trying to push against one another. The projected (I'm overusing this word, help me) impact of America's culture can only even really be measured by comparing it to that of Europe, Asia etc. They're winning the tug of war on a lot of fronts. So to represent this on, say, a map, I would draw a web of lines connecting every country to every other country, and then have that line be filled to a representative percentage with each of the two countries' colors. Even that is a bit simple though because none of these competitions exist in a vacuum either, nor are they strictly mutually exclusive... Eh, let's leave it at that. :'D

Economy - How strong and stable your economic institutions are.
Polybius

Should probably not just mention strength, but also origin. It matters if your nation is rich because it's a tax haven for foreign companies, or if it's just really good at exporting primary materials, cheap mass produced goods, or high tech ware. Or any other reason!

Production - How fast you can build units and structures.
Polybius

Maybe it's relevant if you actually produce all the goods needed for your production line yourself, or if you depend on someone else for part of the chain. Especially in a more complex world (particularly as we move into the contemporary or sci-fi epochs) it becomes increasingly unlikely that any one country is completely self sufficient, unless it is absolutely massive or wallows in below-average quality of life. That said, if your nation starts encompassing entire planets and solar systems, your autonomy becomes a little more plausible again due to the sheer mass of your people and exploitable resources. The only scarcity you might face is technological know-how, culture, maybe money - soft things.

Infrastructure - The physical and organizational institutions of your nation. Roads, bridges, walls, but also emergency services, clergy etc.
Technology - How technologically advanced your nation is.
Polybius

I feel like both of these are a bit vague for the time being. They're vast subjects that really ought to be defined in greater specific details. You're probably aware though and summarized it for brevity's sake, so I'll just mention it off hand.

Militarism - Not to be confused with actual military strength. How willing your nation is to go to war and how it conducts itself. A better name might be "Aggression".
Polybius

In contrast, this is a relatively specific metric. Feels like you could, in theory, stick it under "culture" as it is part of what defines your national identity (or the prevailing national identity - in case we have multiple ones going on. Could easily have a extremist pacifist minority in an otherwise militaristic country).

Stability - Not sure about this one. Measures how likely your nation is to be thrown into anarchy or social collapse.
Polybius

A country's stability, as I see it, depends on two things: Quality of life, and ethics divergence. To clarify, you compare the current state of both of these with their expected, or desired states. The larger the divide is, the more unhappy the civilization will generally be and, depending on their tolerance and toppling point, they'll cross the threshold into revolt eventually.

Quality of life measures just that; personal privileges, luxuries, safety and comfort. Bread and games for the peasantry!
Ethics is a bit more nebulous; it describes how much in harmony the prevailing ethics of the population are not only with themselves (different groups, again) but also with the government. If a country that's been a liberal, capitalistic society for decades, maybe centuries suddenly finds itself under the yoke of a hugely socialistic ruler that sees fit to limit the individual's freedoms to enforce his ideals, you can bet those people aren't going to be thrilled.

As opposed to CTE's point, it is very heavily focused on the leader. (...)
JaceBeleren

It's a fair approach. Since we usually write (N)RPs to write fascinating stories, invoke emotion and drama, focusing on characters makes sense either way. Since this is a thread about making a system and appropriate game mechanics, though, I'd say it's very optional. I think a system where the macro game (country scale, or wider) is governed by rules, while the micro game (character, personal scale) is free-form prose is just fine. Since we're on a forum where we write stories first and play games second, I imagine that going lighter on rules is generally preferrable, so if we can cut them out somewhere without compromising the project, it's probably worth doing.

That's my personal bias anyway; I don't think I'd mind doing some dice rolling to determine my losses in a military campaign, but I would feel very iffy about doing the same to determine the success my lordling has in courting that princess.

---

I've written a reasonable amount already, so I'll stop here and give you folks a chance to digest and argue some of my points. I'll try and bring some additional concepts in next time though. In particular, I think wars ought to be something that need stricter defining in terms of rules, as they are usually something controversial and in need of moderation. They're also nice and juicy things with lots of complexity where we can cram metrics in. Wars are about more than people hitting or shooting each other, after all. They're about resources being pooled (and transported!) from both sides, about transit speeds, about morale (of the front, and of the homefront!), about politics, about war crimes. And of course about the more pedestrian and expected comparisons like tech disparity and troop counts. Should be fun to discuss sometime when we have a grasp on what a nation makes.

Edit:
The Land Tax would be how much you get from each amount of land wether that be in tiles/hex/km2 or what not, basically a national tax. The Land Upkeep would be how much you have to pay for the land in terms of infrastructure and what have, probably be like... 50% of the the Land Tax (just using 50% as an easy example number).
ClocktowerEchos

If the Land Tax and Land Upkeep are unseparably linked to the same variable (owned land tiles/whatever), and if Tax is always superior to Upkeep, then it would probably make sense to get rid of Upkeep in the table and just calculate it into Tax. In your example, you could just list Tax at half its value, and have no Upkeep in the right table. Essentially the same thing, but you get rid of one variable, simplifying the table and maths involved. Not a huge thing, but a slight optimization.
Valid to keep them separate, though, if Upkeep is something that can change frequently.
Hidden 8 yrs ago Post by ClocktowerEchos
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@Ashgan I don't mean hive mind when I said that as more "don't make them boring AAR posts". I know that in one of my NRPs, the idea that you have multiple people of different classes was heavily stressed. What the king may know will be different than an upstart noble or a soldier or a common worker; its to give that sort of "characterization" to the posts and make the posts and thus the nature feel a bit more human and alive than just reciting history. There are many kinds of people in a nation, why should you only be showing one person or one group?

tl;dr - Just have the nation be a very schizophrenic individual.

As for the budget, a part of the idea is that the GM could introduce things which would force a change on to some values. IE: Weather kills off wine grape plants and wipes out a portion of the Trade Goods profit. It was a variable changeable by GM but there's merit in what you say.
Hidden 8 yrs ago Post by Ashgan
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We're in agreement then ;)
Hidden 8 yrs ago Post by Polybius
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I had a long reply written up, closed my laptop and lost all of it :( So here goes again

@ClocktowerEchosI agree completely that nations can be played like characters, sure. I think I misrepresented what I was trying to say-that is, in the context of building a game system, nations can't be treated like a standard, level-and-loot gaining character. Nations are simply too complex. What I'm taking from your ideas is that nations can be played to their characteristics. It seems like the standard nations pop up over and over again, the religious monarchy, the war-mongering horde etc. In later editions of D&D a GM can award points (hero points? Action points? I forget) when a player plays the character in a heroic fashion, or makes a choice that the character would obviously make-regardless if the outcome is decidedly bad. These points can be used for extra healing, an extra combat round etc. It's like saying 'hey, thanks for playing your character properly'. Alot of systems use this. I was just reading rules for Barbarians of Lemuria (like an old-school D&D variant set in a conan the barbarian like world) which uses these extra points a lot-from what I gather it is one of the main ways to increase your attributes. Something like that could be used in a nation game too. Thanks for the input Clock!

@AshganHey Man! I'm only briefly going to touch on the things you bring up (which are all really good points, thanks for reading and replying!)

On Culture- Glad you brought up the Hard and Soft Power thing. Sure, some nations will inevitably be weaker powers and have different strengths. I would love to have a system that can support economic warfare. Investing in foreign business', even buying politicians or court officials etc. would be a really good way to level the playing field for militarily weak nations. I suppose it wouldn't be all that different from genre to genre, just window dressing really. I like the way you think about the economic tug of war too, and your right, it doesn't exist in a vacuum. The circumstances surrounding economic balance and warfare are well beyond my own personal knowledge, but to make a simple, effective mechanic that could represent this complex idea would be invaluable.

On Economy - Again, super complex concept. I would imagine more modern/sci-fi games would have more interlocking and complex economies, I'm not even going to attempt to understand what an actual interstellar economy would look like. Something like a feudal economy (albeit with magical elements-looking at you Eberron) is probably more manageable with my limited knowledge. I want these basic concepts to be as broad as possible so that smaller pieces of the game can fit within each one. I suppose that means the GM would have to define exactly what kind of game your about to play. Military simulation? Economy will be a good part of it, but not as much as dealing with resources and moving units, etc. An economic/social simulator type game might have more applications for a complex economy mechanic however. Hope that makes sense. I'll have to get to the other bits later. Already got my brain thinking beyond the scope of what I had envisioned. Thanks!

I'll have to get to the other replies later my friends. Really looking forward to further discussion/collaboration!?

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