The World Undone
(1905--)
“But now, for the first time, I see you are a man like me. I thought of your hand-grenades, of your bayonet, of your rifle; now I see your wife and your face and our fellowship. Forgive me, comrade. We always see it too late. Why do they never tell us that you are poor devils like us, that your mothers are just as anxious as ours, and that we have the same fear of death, and the same dying and the same agony--Forgive me, comrade; how could you be my enemy?”
― Erich Maria Remarque, All Quiet on the Western Front
― Erich Maria Remarque, All Quiet on the Western Front
The Known World, analogous to our own but remarkably different. The food almost assuredly tastes the same, the weather can be just as miserable but it is so definitely different as to remain unique. In the Known World, it is the Year of the Nineteen Hundred and Five, with technology settled much the same as our year, in a similarly linear progression that no one need a history lesson here if they are familiar with our own world. The geography may be different, but the men are all the same. Colonialism, imperialism and industrialization have all taken root. The parties and monarchs may have different names but they rule no differently than of our own ancestors. The difference here, is that you set the stage. You help shape the narrative.
The World Undone is a Nation Role Play geared toward the early 20th century and espousing those similar values--the rise of nationalism, industrialization, the rise of flight and a world that was so tenuously held together that it remains up to the players to determine whether it's fragility remains. Players will create their own nations and represent that nation's Head of State, making decisions based on information present to them and given from the GM, or Game Master.
The player thus has a single responsibility: submitting orders via PM to the GM per in-game Month. Posting IC, while beneficial from the perspective of the GM's ability to determine how events unfold, is ultimately not necessary.
Mechanics
- Economics: The economic system of A World Undone is largely automated, unless your nation practices some form of command economy and maintained through a spreadsheet and updated periodically.
- International Diplomacy: Trade agreements, alliances and backrooms deals are all handled between the player.
- Principles: Principles of nationalism, industrialization and modern technology are factors that you as a player can largely influence.
- War: Inevitable, war will most likely be the most abstracted event here unless that particular player wishes to take a more hands on approach.
Mechanics
I. Nation Creation
- Every Player begins with 100 Points. If you choose to be a Great Power, you will receive an additional 25 Points. There are 5 Great Power slots.
- There are five Continents (map pending). They are Eurania, Saldorria, Faresia, Serranthia and the Fifth Continent.
- If you decide to be a Great Power you must be in Eurania or on the Fifth Continent, which will be named after your nation.
II. Application
1. [b]Official Name of Nation[/b]: [i]Empire of.., Republic of.., etc[/i]. Fantastical names need not apply.
2. [b]Capital[/b]:
3. [b]Head of State[/b]:
4. [b]Nation Breakdown[/b] (Split points here) [Beginning rank is 0. Maximum rank is 10.]
- [u][b]Administration[/b][/u]
* [b]Stability of the Government[/b]: The stability of the government determines how legitimate the government is seen in the eyes of the people.
* [b]Integrity of the Government[/b]: A government without integrity is often corrupt and susceptible to bribes, backstabbing and treachery.
* [b]Competency of the Bureaucracy[/b]: The competency of the bureaucracy refers to the government abilities to carry out it's duties with haste and accuracy.
- [u][b]Economics[/b][/u]
* [b]Competitiveness of the Economy[/b]: A competitive economy will innovate and grow, but may also be outside the realm of control for the government if too high.
* [b]Development of the Coal Industry[/b]: Developing the coal industry will increase our coal production.
* [b]Development of the Steel Industry[/b]: Developing the steel industry will increase our coal production.
* [b]Development of the Petrol Industry[/b]: Developing the petrol industry will increase our coal production.
* [b]Development of the Chromium Industry[/b]: Developing the chromium industry will increase our coal production.
* [b]Development of Small Arms Industry[/b]: Developing the small arms industry will allow us to design and produce new small arms.
* [b]Development of Munitions Industry[/b]: Developing the small arms industry will allow us to design and produce new munitions.
* [b]Development of Automobile Industry[/b]: Developing the small arms industry will allow us to design and produce new automobiles.
* [b]Development of the Agriculture Industry[/b]: Developing the agricultural industry will increase our agricultural production.
* [b]Development of Shipbuilding Industry[/b]: Developing the shipbuilding industry will allow us to design and produce new ships.
* [b]Mechanization[/b]: Mechanization is the process of changing from working largely or exclusively by hand or with animals to doing that work with machinery.
* [b]Number of Specialized Workers[/b]: The number of specialized workers we have will allow us to craft complex machines.
* [b]Urbanization[/b]: The number of people living in cities will increase the growth of our industries but slow the agricultural industries growth.
- [u][b]Military[/b][/u]
* [b]Quality of Standard Rifle[/b]: The quality of our latest rifle. [Less than 5 is a License Production Model.]
* [b]Quality of Field Gun[/b]: The quality of our latest field gun. [Less than 5 is a License Production Model.]
* [b]Quality of Machine Gun[/b]: The quality of our latest machine gun. [Less than 5 is a License Production Model.]
* [b]Quality of the Army[/b]: The quality of training and equipment of the army.
* [b]Logistics Capacity of the Army[/b]: The ability to equip and feed our army.
* [b]Quality of the Officer Corps[/b]: The ability of our army officers to lead in tactical situations.
* [b]Competency of Army High Command[/b]: The ability of our high command to enact our strategic operations.
* [b]Quality of the Navy[/b]: The quality of training and equipment of the navy.
* [b]Logistics Capacity of the Navy[/b]: The ability to equip and feed our navy.
* [b]Quality of the Officer Corps[/b]: The ability of our navy officers to lead in tactical situations.
* [b]Competency of Navy High Command[/b]: The ability of our high command to enact our strategic operations.
- [u][b]Culture & Nation[/b][/u]
* [b]Colonial Holdings[/b]: The number and size of our colonial empire is determined here.
* [b]Homogeneity of the Nation[/b]: The higher this particular category, the less minority cultures exist within our nation.
* [b]Nationalist Beliefs[/b]: A strong belief in the idea of our "nation" determines the number of men willing to fight and how well they fight for it.
* [b]Irredentist Beliefs[/b]: Irredentist beliefs imply that territories outside of our borders belong to us.
* [b]Population[/b]: The amount of people living in our nation.
* [b]Metropolitan Infrastructure[/b]: The development our city centers.
* [b]Road Network[/b]: How well developed the road network is.
* [b]Rail Network[/b]: How well developed the rail network is.
II. Actions
- Posting IC will be immensely beneficial to you as a player. It is, however, not necessary. This is designed so that you can still send in your orders if you are too busy to post, but posting IC will provide a tangible bonus to your DRM (Die Roll Modifier).
- Each Turn represents one In-Game Month. The player will submit 3 Orders.
- Each order is then subject to a 1d6 roll. A 6 means a perfect execution and a 1 means a horrible failure. Posting IC gives you a +2 die roll to a single order, or a +1 die roll to all three. [Specified at the end of your IC post.]. This means that more active players are rewarded.
- Orders:
* Economic: An order designed to benefit the nation economically.
* Military: An order designed to affect your military.
* Diplomacy: An order designed to conduct diplomacy.
* Imperialism: Exploring and developing new lands.
* Request Design: Required to design a new weapon of war. Fulfilling this order requires the following info: [Type of Weapon: Small Arms, Field Gun, Machine Gun, Submarine, Destroyer, Cruiser, Dreadnought.] [Contract: International or Domestic] [Length: 1 to 24 months]
Example Order
- Imperialism: To ensure the dominance of the Empire, an envoy, John McKenna, will be dispatched via the gunboat Hermes to the Kagami Tribe and attempt to negotiate a ceasefire to the current hostilities in the area to protect our settlers in the region.
GM Roll
- 1: John McKenna offends the Chief of the Kagami Tribe and in the ensuing scuffle several Kagami, as well as Mr. McKenna, are killed. Those originally on the side of the Empire now rally to the Kagami cause, swelling the ranks of their warriors.
- 2: Both McKenna's bodyguards are killed in an ambush the day after they coerce several Kagami women into unscrupulous behavior. McKenna, hungover from festivities with the local imperial garrison, demands legal recourse and threatened with his life. He returns home empty handed.
- 3: A tenuous peace is called after three days of negotiations. John McKenna returns to the Empire and is lauded as a hero, but behind the scenes it's greatly believed that the deal is only worth the paper it's written on.
- 4: At a cost of several million, John McKenna successfully negotiates the end of hostilities, though it is a white peace with little having been gained in the process.
- 5: After nearly a week of negotiations, McKenna and the Chief come to terms with a slight emboldening of Imperial borders in the region. The Chief, although not excited, is equally as thrilled to finally see peace once again.
- 6: McKenna, having studied the Kagami language extensively, communicates dutifully with the Chief and a border is drawn up that benefits the Empire greatly. The Chief sends McKenna off with a great many amount of goods and orders his people out of the areas he once inhabited.