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5 yrs ago
Current With one flick the seven stars shatter; the constellation of annihilation.
5 yrs ago
Faith is the strongest power; if something is believed to be true, then it is true. And all truth is real. That power makes impossibilities become reality.
5 yrs ago
I've been knighted, aye. But I have remained unbent; to neither house nor country. If an arm is lost, or a leg broken in the process, then so be it. I walk the free man's road now.
1 like
6 yrs ago
Nine fresh ones became two, reduced; shattered; deduced to be the work of the old. Shake and quake with freedom's gold, liberty may be old but can become cold.
1 like
6 yrs ago
Seventh woe beware, ye olden days of gold. Let silver flow, lest copper runs poor.

Bio

Sɇvɇnŧħ ŁȺmƀ, Ŧwɇłfŧħ ĦɇɍȺłđ, Nɨnɇŧħ Møøn, Fɨɍsŧ Sᵾn.

Most Recent Posts

@Ozerath Several, I feel it is a bit odd to keep it at one forever.
@Dinh AaronMk That does clarify my confusion greatly, but I must say you didn't make it seem like it was an example of something broader, hence my direct response to that particular thing. It could've just been my own fault, of course, but in this case I did re-read it (your post) to make sure I didn't make that particular mistake.

It seems like you just wanted to express what everyone here has been expressing this entire time, using Precipice of War as an example. In that light, it does make sense, and what you said is certainly valid.

As for the mention thing, I am a lazy person, and doing the brackets and @'s is an annoying exercise. No need to be so specific about that, it makes me seem like a horrible person.

An image I created via photomanipulation, Flag.

ARCHETYPE ZERO'S
Beginner's Guide to Nation Roleplaying


These are my own creations, I will present them here as some examples for what you can do.

Example 1 -



Example 2 -


Table of Contents

1. Opening Words (no header).
2. Introduction (Author).
3. Introduction (Nation Roleplaying).
4. Common Genres (Sandbox, Narrative).
5. Entering NRP.
6. Writing your NS.
7. The End.
8. FAQ (should it be necessary).


<Snipped quote by Archetype Zero>

oh that's right, sorry :D

As for guides, I can't say what others want but I can make some suggestions of what I'd like to know. Something that includes NRP etiquette and a quick breakdown of expected play (that might be different then a normal RP), common terminology that a GM might already expect you to know, and a breakdown of the different types of NRP (and how to get started in them). Not necessarily genre, but I have seen NRPs that follow multiple point perspective within the nation and then others that don't? And I'm sure individual GMs cover it but maybe common mechanics and a little on how they work.

Also, a quick mention of common paths that nations in NRP tend to take to germinate some ideas for the uninitiated like myself. I think alot of my questions about NRP would probably be solved pretty quickly if I just joined one under a GM that's happy to take on newbies, but I worry about stepping on toes / disrupting the veterans and people who actually know what they're doing ;p


(I am waiting for some feedback on this, but I am impatient and therefore will just post it immediately instead of being told what I should improve or fix. As such, I will answer your questions (if you have any) in turn)

It recently befell my attention that there is quite an interest in Nation Roleplaying (NRP) across the site, and after some direct interaction with those of interest I felt the urge and obligation to present my own thoughts on the matter in the form of a beginner's guide. The purpose for which is quite apparent, since NRPs are some of the most daunting roleplays to engage with across the internet due to their often impatient and highly established fanbases. Not to mention that NRPs are some of the most open, and thus often times most confusing, forms of roleplaying that one can interact with. This is because it is interactive worldbuilding and also character-driven, with numerous phases in the process of implementation for participants. Not to mention that it is one of the most patient yet impatient of all roleplaying forms requiring quite a large quantity of dedication and interest. Because of this they often die quickly, without longevity, unless there is a dedicated pool of interested roleplayers.

It might seem daunting with such a bashful description, but in reality, it is also some of the most rewarding and fun experiences that can be had in any form or medium for roleplaying across the internet. Grand stories about conquest and defeats, heroic sacrifices and devilish overlords all the whilst the people either live in fear or live in prosperous conditions. Alliances are crafted under duress and strenghtened over the passages of time, with their leaders and citizens growing as the nation prospers or declines in response to the other forces at play across the world.

Naturally, this is all my own opinion, and my opinions are quite striking and often times somewhat extreme.

INTRODUCTION - AUTHOR

So who am I? I would like to first introduce myself before I begin to properly analyze and present you with the basics of nation roleplaying and its various twists and turns, I would like to acquaint you with myself, the author of this guide. My name on here is Archetype Zero, and I have been a frequenter of NRP and the RPGuild for many years. I first joined the site during the Old Guild-days, my first roleplays being of the Fate/-variety, but gradually interest arose in the far more grander-in-scope nation roleplaying, and thus I have been an NRP-er for some 6-8 years, the time having long since melded together.

I am a schizophrenic with asperger-autism, and as such I have difficulties with personal interaction. Having now roleplayed for some 11-12 years, starting off on chatango, I have undergone numerous iterations of written evolution over my time partaking in the hobby. With little else to do but write, as I am hospitalized for mental health illness, a recent surge of writing interest has thusly gripped me and now I find myself even writing something I would even begin to imagine myself doing if not for my rather abhorrent boredom.

Like many NRPers, I am somewhat impatient with the uninformed, but I am also no fool, and realize the many advantages and disadvantages of NRPs. The biggest of which is its demand and often daunting nature. Nation roleplayers, however, are at the same time soem of the most fun, skilled, and dedicated bunch you can find on any forum or place. I wouldn't consider myself in that bunch, however, as those who know me would tread lightly between the lines of asshole and helpful when describing me. Due to my condition, I have managed to garner the displeasure of a numerous number of people, but I have also found many others who I consider to be friends and acquaintances.

Overall, I might not be the best person to deliver this guide, due to my personality, but at the same time I am a studious individual with meticulous interest in over-analyzation and logification. My banner for this being my doctorate in particle physics, so call me doctor. I also managed to cut my own ring finger off yesterday (1st of August), so we will see how this goes. Forgive any minor mistakes on my part in my written word.


INTRODUCTION - Nation Roleplaying


Nation roleplayers can largely be summarized into two categories: mechanic- and story-driven. Mechanics are probably a common concept to roleplayers frequenting the spheres of pen-and-paper tabletops, and the story-driven roleplays are probably a common concept for anyone who frequents the forum. After that, the most common sorts of NRPs are historic, alternate history, fantasy, and sci-fi. For purpose of shortening what I've written, modern-age NRPs are included within "historic." Steampunk and dieselpunk are another common setting for NRPs, but they follow common grounds often associated with WW2- and WW1-era roleplays.

Nation Roleplays tend to develope in stages:
1, the preparation phase, the initial phase upon which nations are created and collaboration between writers initiates.
2, the initiation phase, the period in time where the roleplay's IC has begun, and writers are either in the process of having finished their sheets or are in the process of finishing them. This phase is where the collaboration between players will be made notice of in the IC posts of a nation's given writers. As a rule of thumb, the higher up in the nation's hierarchy a character is the more aware they are of the writer's collaborative discussions with other writers' nations.
3, the story development phase, the last phase and also the longest. This phase is where collaboration bears fruit and a nation's characters and memembers, and also others' characters and members, develope stories based on both opportunity and developements presented in the IC and OOC respectively. NRPs require immense collaboration and worldbuilding for efforts to bear fruit and roleplays for last, but if they do, you may want them to never end.

COMMON GENRES


One or another, but the other can also be another. Deep shit.

SANDBOX
Sandbox roleplays are roleplays without any form of common adversary or specified goal; a world provided for which you may run amock and create your own legacy the annals of the world's given history. Take note that I included only some categories in the sandbox super-category, this is because certain settings such as historic and alternate history tend to lean towards one or the other, but are not mutually exclusive. Historic and AH roleplays can also fall within other categories, this is just a generalized rule of thumb.



Historic - Spanning the annals of history, the historic category of NRPs can contain anything from roman-era world conquest to modern-age thermonuclear annihilation. General rule of thumb is that, the more you err towards weapons of mass destruction, the more intrigue any given roleplay will maintain. This can basically amount to the NRP-scenes common understanding of geopolitics. If an enemy or threat arrives in the form of a weapon which could annihilate your nation within months, the more a nation (and thus its writer) will naturally tend to err on the side of caution. Roleplays that edge towards intrigue also edge towards collaborative writing. It is important the note that, in roleplays pertaining to story-driven writing, collaborative writing is something to be pursued. NRPers tend to adore collaboration, where both nations get to have their own fair share of badasses, but the scene is filled with more shy people in this matter than it is not. Taking initiative in collaborative writing and presenting ideas for intrigue and whatnot is something the NRP-scene would greatly benefit from.

Alternate History - Roleplays of this variety tend towards the cold war-era to pre-WW1, some even stretch back towards the imperial age. It is generally quite self-explanatory in and of itself, but tends to explore more the fantastical than it doesn't. Alternate History roleplays, I find, can basically be summed up to two categories: War-driven and diplomacy-driven. War-driven AH roleplays (Alternate History roleplays) tend towards steampunk walkers and dieselpunk tesla weapons, basically "cool factor." Diplomacy-driven AH rolepalys tend towards imperial-era colonialism and world dominance, war plays key roles, but are not overshadowed by diplomatic drives.


NARRATIVE
Narrative-driven NRPs are roleplays which have an underlying story or antagonist/protagonist that drives the roleplay in some form. This can be anything from Gods to other nations (NPC or writer). Narrative settings can also be established in, lets say, historical context. Though it becomes a bit more restrictive in how it is established. For a roleplay set in the modern day, per example, can establish similar things by maybe delivering some alien invaders right to our front door (thus demanding global cooperation to defeat it, but each nation has its own interests, instead turning it into who can exploit who the best, all the whilst dealing with a third-party).



Science-fiction - Involving all your favourite arts and sciences for transcendental warfare and diplomacy; if you fancy using singularity cannons and antimatter-annihilation beams to wage war and threaten peace, then this will probably satisfy your greatest wishes. The main aspects necessary, really, for a narrative NRP is an aspect of freedom which transcends sandbox settings. Science fiction is a common example of one such setting, a galaxy with unnumbered stars and countless secrets makes it easy to fabricate an ancient alien race that once ruled the galaxy, but mysteriously vanished, leaving the rest of all sentient life clueless and aimlessly scratching through ruins to figure out their whereabouts and how to accomplish what they did. Or maybe an extragalactic threat creeps ever onwards towards all life in the galaxy with an enigmatic task. Any number of narratives can be provided when you have a blank slate like one provided in science-fiction. Heck, maybe even the gods themselves live amongst the stars and manipulate you without your knowing. Science-fiction NRPs are often very generous in what you can accomplish, though restrictions do often arrive in the forms of "no blowing up planets." The problem here is that restricting the freedom of writers instead, through rules, often becomes arbitrary without any real explanation. This isn't because it is somehow a bad thing, but it is really just because logifying reasons as for why blowing up a planet is a bad thing will be filled with loopholes. Having said that, SCIFI is eligible for a wide array of different stories and perspectives when writing, making them capable of emulating the feeling of a real epic like what Star Wars accomplished.

Fantasy (my favourite) - The Gods are dead! Their heavenly bodies descending upon our earthen lands, shattering and breaking apart our world under the weight of their divine hands. The worlds are cast asunder, a great cataclysm remade the lands upon which we once lived, and strife abound was all that was found in what remainds of their smoldering bodies! Fantasy is, again, much like SCIFI, a very free form of writing. With magic, the unexplainable becomes self-explanatory and narratives and settings sprout out from within. As a fantasy world is, again, a blank-slate, it allows the setting and how it is constructed (and for what purpose) great flexibility. If you want a sandbox? Just don't make the history too obvious, or clear, and if you want a narrative, just define it accordingly! You can really just do whatever you want really, but again, rules are a likely occurence in settings and genres that allow great freedom. The problem with any roleplay is that people look at things differently, and some may be out to make a game out of what you may have wanted to be a story, or some may want to make a story out of what you wanted to be a game. Of course, you can just make a game-story if you wanted it to be one, but some might not want to partake in that. As such, rules are commonplace, but as long as you abide by them, and sugar up to the GM, maybe your interdimensional slavers FROM HELL can become a reality.


ENTERING NRP


Inconspicuous threat to join my RPs in the future, or lose 12 centuries worth of luck and success in relationships.

Joining your first NRP -
Communicate, collaborate, and fascinate. Build a nation, a part of the world, that truly belongs by asking people for guidance, proposing ideas, and seeking out collaboration between writers and their creations.

I cannot proclaim to know your personal interests, hence why I entirely skipped the common "finding a roleplay best suited for you" bollocks. Only you know what you, yourself, like the most. And finding a good roleplay is a pretty impossible thing to "explain" to anyone. But you just found it, metaphorically, luck you (because the Gods would slaughter us both if you didn't, because it'd invalidate this entire guide).

First thing to really do is to read the setting and information provided thoroughly, as you always should, so you don't step on any (my) toes. Most people are kind and accepting, but the NRP group itself right now is a deeply entrenched lot with the basics of etiquette down and dusted. They don't force their own ideas through the setting through persuasion, and instead engage in the story and bend their ideal nations according to it. If magic is limited, you cannot make a God-Mage Lich King just because you played some WoW and now really feel like remaking icecrown citadel. NRPing, maybe even more than other RPs, is a collective exercise.

Look at what other people have constructed and make people aware of your noob-status, you're new so you taking some time to make your nation is more than accounted for. Establish a mental map of what you want to strive towards, and what you want to build in the roleplay's world. Guage other peoples' interest in your idea and find some who might be up for collaboration with you in the nation development and IC progression.



Collaborative development of a nation is one of the biggest parts of an NRP, as it establishes your role in the universe. CryptEater99's Celestial Empire and your Autarchate of Orin waged a brutal war some 30 years ago, tensions never having lowered sense. Because of this, your borders are a convolution of tall palicades and vast stone fortresses; traffic between the two having dropped greatly. Diplomacy between the two halves of the continent therefore having suffered proportionally to their access with the sea-trade. But because you have had trade with SausageFeSt's Oberon Republic for 177 years, the Celestial Empire was kept at arm's lenght bý your combined might and geopolitical encirclement.

Stuff like this, thinking about things, is really what makes NRPing different. You think, discuss, and implement. Sometimes compromise, really depends on what you want to do and accomplish in relation to what others are wanting from the roleplay. You can't really just force a nation into a position of weakness through one-sided historical recordings: The Celestial Empire is a peaceful empire-turned-imperial figurehead republic. But, the Autarchate of Orin suffered utter defeat, therefore becoming STRONG from their shame. They waged war on the Celestial Empire and forced their warriors and armies back to their capital so they could kiss their imperial papa's bottocks.

WRITING YOUR NS


The more detail, the happier Archetype Zero will be. He is nevery happy though.

Having recieved some top-tier tips (my writing style has become increasingly comedic due to my sleep deprevation and exceeding boredom) in the form of metaphorical rat poison, you are finally ready to embark on the greatest task in all of internetdom, the creation of your NS (nationsheet). I will provide some tips, some personal insight, and some other stuff in the following to accompany this grand revelation.

When you read the roleplay, its setting and premise(s), most people have a natural inspiration or initial thought about what they want to accomplish. Utilize that initial inspiration as inspiration because you will be dried of everything after this. Perhaps, when you read history in highschool, you felt interested in something. Add that into your nation pot, swirl the metaphorical swirly-swirl and mix the components. Construct the Not!German Empire that spanned the stars thanks to their slave-labour and prisoner-rehabilitation program (mind-controlled lobotomized criminal).

With your idea established, it is time to fill out the NS template, so lets get into it:




- Flag -
Flags are a common thing to have in an NRP, and also spices up the aesthetic appearance of your NS. Most NRPers won't admit it, but the aesthetic appearance of your NS does play some part in how you are recieved. Putting effort and thought into anything in the NRP-sphere nets you a net income well into the positives. A lot of people, as such, tend to collect images to represent their nations (be it flag or art piece). Finding images is another great source of inspiration for anyone wanting to NRP.

Name:
BE CORRECT IN YOUR NAMING. Your nation's name should not be "The Stratocracy" when in reality it really is "The Republic of Peoples," if there is a reason for differing/confusing names in your nation, such should be explored (but not in the name section itself). It is a really obvious part of the NS, and doesn't demand much explanation as such.

Ex. "The Heavenly Domain of Transcendental Empires," "The Heavenly Domain," "Transcendent Empires."

Summary:
Here anything that quickly sums up your general theme should be included. As of late, the summary section (TL;DR section) has become a norm. This is generally because people are lazy and don't read what they should, which is a shame, but so long as it is a thing I should explain it (even though I want this thing to disappear thanks to a dutiful collection of diligent roleplayers).

Ex. "The Heavenly Domain is a powerful collective compromise established by the diplomatic Arch-Emperor of the 12th Empire, a federal collective established as the last resort to maintaining peace at the cost of national autonomy. Now, each empire is merely a state under the superior governing structure and bureaucracy, with each imperial family taking terms to govern the super-empire of which they are usually subservient. Though each member-state is comparably weak against one another, but individually they are each the peak of what the galaxy has to offer its inhabitants."

Anything in the following I suggest developing through collaborative thinking and discussion with other roleplayers. Even collaborative writing, but usually just the exchanging of ideas. Most NRPers, ironically, are rather timid to collaborative writing, and it is pretty daunting to get into. As such, take things at your own pace, and if they don't feel like writing collaboratively ("Ah, I can't really come up with anything") then just discuss ideas with them and between the two (maybe more) of you.

Government:
Here you will describe, preferably in-depth, how your government operates within your nation. This is personally one of my favourite parts within the NS, as it allows your to, with great freedom, define the foundational elements of what makes your nation special, its own self. There are many things to think about when making your government, however. If your nation is a leading inspiration for any one particular aspect of cultural/technological development, then it will show in your government. With your nation popularized the democratic method, then other nations will have to look at you with awe and reverence, which should be displayed by others, and if you are merely a follower of another developed system, then it should also equally be represented.

Ex. "The Heavenly Domain maintains an odd blend of federal electoral democracy with a highly absolutist power at the government's apex. The further up one manages to claw oneself, the more power. But all power centers on the elected emperor, aside from the power to elect them itself. [...]"

Culture:
Culture is generally a 50/50 topic, half-influenced, half-native. If you really want to think about things, then collaboration is vital in developing a logical culture that fits in with what other nations (or your nation) has already established. In general, most of these different categories are really quite self-explanatory once you get into the habit of things, but as you are a beginner I would generally just take heed of what other people have made for themselves already. Advanced worldbuilding and nation-making can be tinkered with once you have got a thing for the way of things.

Ex. "The Motorsi, or Celestials as they have referred to themselves ever since they transcended the heavenly barrier and reached out towards the heavens and space with their feet of flame. A highly traditionalist people well versed in the classics and philosophy, their imperial court meetings usually consist of intellectual maneuverings and whoever can besmirch whoever-else's bad taste in poetry the best. [...]"

Race:
One of the best sections, really! Probably not an unfamiliar thing to most, but this is where you get to go ham on how you wish to portray your race, but beware, the limitations of the setting may only demand humans, or may limit your selection to the scientifically-reasonable. Sometimes psionic soul-manifestations of the dead Gods slain by the extragalactic invaders aren't allowed as a race choice when making your nation.

Ex. "The Motorsi, a slim and highly tall race thanks to their developing on low-gravitational worlds. Weak builds, demanding support on even the most basic of gravitational pulls, has managed to survive thanks only to their proportionally massive brains. With their increased intellect they fashioned themselves supporting equipment for environments beyond their typical climates, leading them to often be confused for machines in and of themselves. [...]"

Native description:
What I wanted to say here is that this is the part where you describe your nation's natural environments. Floating rocks, grey dunes, and subterranean seas. All that stuff goes here, and in general, you can be pretty free in describing things here. Maybe your entire nation's territory is nothing but A GIANT CITY. Well, this is where you write that, or maybe they survived a scorching orbital bombardment and fled subterranean, building vast aquatic cities within deep-ground oceans. I won't provide an example here, as it is generally quite explanatory and you probably have the ability in the way of the words to describe what you want to here. Though, as a tip, adhere to the general theme of the roleplay when making your nation's own environments Don't be the only one to have flying islands when everyone else just digs the earthern groove.

Religion:
In a roleplay where religion, and supernatural powers play an important role (like in fantasy), religions are a pretty common thing to include in the NS. However, the fact that it is there makes it seem like each nation can have an independently evolved religion in and of itself. And whilst this is technically true, it plays into the NRP vice of isolated development. Nations that lack the feel of actually existing together with other nations in a shared world are subpar, really. I recommend you take notice of other pre-existing religions and weave it into your own. Having two, or more, nations and peoples sharing one unified religion allows for a wide array of interesting stories. And whilst I haven't said it enough in this section, stories and storytelling is the most important part of NRPing. Don't forget it.

Ex. "Much akin to the Ostrikovs, those rampant space-communists habitating within the inner-regions of the galaxy amid vice and sins aplenty, the much more glorious Celestials share their religious motives, but maintain a far more luxorious and grandiose perception to the worshipping of the twelve gods under the manifested hood of the 12 Gods' Church. This sense of elitism has, indeed, shortened the fuse between the two powerhouses of the galaxy, but they stand united against a sea of heresy all the same. Only real thing keeping them from unloading millions of world-shattering ballistics at eachother is the threat of everyone else throwing their own world-shattering ballistics at them. Rather destroy heresy before destroying your worser half. [...]"

History:
This is where the magic happens, where everything is just made to make sense of all the mumbo-jumbo hoppycock. This is where the epic of your nation's founding fathers and their war against the gods of the deep sea ultimately lead your people towards intergalactic dominion. This is where the untold story of Diplomat Aasha-t saving the dominion of twenty five and a half suns from DrUnorthodox's Empire of Twentytwo sand dunes' vengeance. All that stuff. Pretty much the same as a biography, treat it just the same really. Writing a nation's history seems daunting, but in reality, just write what you feel inspired to here, and then fill in the gaps afterwards. Detail the most crucial aspects, and sow it all together through convenient and narratively appreciated jump-cuts if such is deemed necessary.

In general, this is just the place where the motivations and actions of your nation are made to make sense from a human perspective, through empathy. This is where the bad guy who murdered his sister recieves his convenient excuse and "go murder with a good conscience"-card. Where the vast and domineering Star Empire of Doom is validated in their enslaving twentyfive lesser races in their quest to unify the galaxy and establish a ruling dynasty of peaceful regents paved forwards by a path of blood (though if you want to be that particular one, try and be a bit diplomatic. No one in the NRP scene likes mindless things).

Ex. "The Heavenly Domain endured a ripe age of war between the once 12 empires which now encircle the galactic inner-core; always waging war upon eachother to keep the balance firmly rooted between each and every member. When one grew too powerful, two would gang up on them, and the cycle would continue endlessly as trillions upon trillions of lives were tossed aside for the greater convenience of national self-preservation. It could all have ended with the merciful death of the Empires' incompetent rulers, but alas the pampered and sheltered teenage-minded sovereigns thought naught but for their own skin. [...] The Ascendent Unifier brought forth decrees from the heavens, or so they say, and conquered the twelve empires until they no longer had the opportune convenience of resistance. At that point, he forced unification upon the 12 empires and their respective sovereign dynasties under one empire beneath his own feet. Luckily for all the outer-galaxy, his rule was a just one, and a competent one, and many improvements were had. His death was a sad one too, and even the once teenagers of the 12 states of which he presided over were left with little option but to weep at his departure. [...] Now the Heavenly Domain once again turns towards internal disputes, as the 12 servants of the Arch-emperor vy for power with greedy glances and back-doors dealings. The greatest empire to every span the stars, unifying all worlds and regions beyond the inner core, now is on the verge of fracture."

Military:
A lot of people go into NRPs looking to wargame, but I must STRESS. War in NRPs ought not to be about victory, who prevails over who, and who "wins" the roleplay. NRPs are usually stories done and created in a collaborative exercise. It is worldbuilding, and as such everyone should have a taste of what they wish to accomplish and achieve. Be open with what you want, if you don't want to lose a battle then just say it, bring the GM in if it becomes and issue, and figure it out.

Wars are one of the most difficult parts of NRPs as it brings out the competitive spirit latent in all human life, and as such compromises are abound and guaranteed. Just keep being the awesome person that you always have been, and maybe you can get the GM to steer things your way (corruption, since you sugared his personality from earlier in the guide).

Rule of cool, good story, and all that. Just do what you want to do, ask for input if you feel like what you want to do might not fit, or heed the words of the GM in case what you posted does not align with their vision. Be a good samaritan throughout and all will be well. Don't be too focused in winning, and instead focus on what would make for the best story. Heroes are usually born after they've already died, after all. There is much glory to be had in a defeat, and much to be lost in a victory.

Ex. "The Heavenly Domain utilizes advanced AI technology to maintain an active and eternally vigilant threat-removal fleet. Because of the Motorsi's natural aversion to anything that doesn't involve their own highly niche natural climate and conditions, they do not make for the best soldiers. Therefore they built advanced AI to do all the back-breaking work for them. [...] Their advanced fleet is the terror of all who bear witness to its vast size, but whilst intimidating, the AI of which they fashioned have numerous exploitable weaknesses in their necessarily basic programming. Advanced fleet maneuvers are rendered impossible because of their code needing to be open and generalized, allowing them to function in the ever-changing field of battle. [...] Whilst they fleets are their greatest strenght, their automated armies are equally numerous, but far from being as lethal. [...]"

Technology:
It is impossible to explain all the technologies of a truly advanced space-faring species/civilization. As such, the technology section is really just to garner a feel for their abilities (an unspoken rule). If a nation utilizes nanomachine technologies, then the natural assumption isn't to assume that they ONLY have nanotech, but instead that nanotech is a key aspect of their technological capabilities. The examples could go on, but the essence of things is that this section is where you provide the capability and aesthetic (at the same time) for your civilization at large. Their breakthrough tech and their unique accomplishments. Other people could have the same tech, of course, so don't assume you are the best at something just because you have it in your technology section.

Normal things to include, in terms of scifi, are advanced weaponry, mode of travel, and functional technologies (AI, nanotech, regenerative tech (bio, etc), etc).

The End


He feels empty, the Archetype of Nothing, as if he missed a few key aspects. He will undoubtedly answer all your questions with great patience should that be the case.
It seems a lot of people and myself think alike in this context, and it is clear that Theodorable does not have any sort of majority backing in his opinions regarding the topic. But I would like to stress that presumed superiority (in the case of Precipice of War) is a faulty stance. The only real special quality of that roleplay in particular, which allows it any real clout or ability to be used as boast, is in the fact that it is long running one. Many NRPs have what Dinh AaronMk proposes to be unique, it is just that they don't live long enough. As we all agree, keeping a roleplay running isn't really something any one person can control, and depends on many number of things, not least the people involved.

I must say that @Dinh AaronMk's comment does confuse me quite a lot. I cannot presume to fully comprehend what you mean, and it isn't because I have a poor understanding of the english language or am unfamiliar with the terms used. But it seems a bit contradictory.

I am not here to bash any one person, obviously. But I do not want people to be mislead into thinking that NRP requires some sort of superior thinking skill or deductive reasoning superior to anyone else's like what you wrote makes it appear. Any NRP has the ability and potential to become what Precipice of War became if it had a deducated and patient writerbase. And a vast number of people are capable (and have been capable for a long time) of writing PoV perspectives for their nations, and others' nations, in a NRP setting. But whilst Precipice of War had an actual unmeasurable degree of success in running for so long, and establishing a dedicated following, it also gives it its own issues and troubles, namely joining it. Any roleplay is doomed to die, and "finishing" a roleplay is in and of itself a death too. It is just more dignified, and provides satisfaction. Precipice of War is special because it lasted longer than the vast majority of other NRPs, perhaps even any NRP, but I wouldn't amount it to having some form of superior writing within it. That just seems elitist, which is the problem in NRP as a whole.
I see. Well, if you are able to keep enjoying to draw, then keep it up.
@Nyxira Good drawing.
Making the CS, for other people.
I won't be writing anything IC until the setup is done.
I find it a bit bare for my own liking, but I'm not really the decider.
I'll wait for everyone to get their CS accepted.
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