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    1. Gaebrael 9 yrs ago

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9 yrs ago
Current Hi there.
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We have hit six players. Expect more development soon.
Hello, everybody.

I would like to begin by saying that I had begun one of these at a far earlier date, which some of you who are reading this may or may not remember. This unfortunately failed and collapsed rather abruptly after the OOC went up. After reflection on the events that caused such a thing, looking over previous and ongoing roleplays of similar genres, and increased experience in GM'ing, I believe I have determined the problem(s) that caused that failure. I hope now to correct and move forward, as I have long wished to create and be involved in such a roleplay. If none of this made sense to you, or you do not know what a World in Revolution roleplay is, then I implore you to continue and find out. (Note that this was on a different account)

In any case, I present the following introduction:

For a good sense of the genre, I would encourage you to check out:
https://forum.paradoxplaza.com/forum/index.php?threads/world-in-revolution-1778.786457/
as well as other similar forum games on that site.

So, you pick a nation, I give some basic stats, and we go from there. Posts will be composed of treaties, decrees, military orders, and so on. The possible year range is between 1195 and 1912. Each week is one in-game year.

Any takers?

Interested


Glad to hear!
Also, I am looking for as many players as physically possible.
Okay, cool. So do we go about building sheets or is that not a thing yet?


Not yet. This is really an interest check to see if I should turn this into a system. At that point, I will post a more formal interest check along with the OOC.
And what era is it set in?


TBD. Prolly Roman-ish. Maybe Early Middle Ages or Alexander the Great.
NAME: Permyakov, Gavriil

AGE & DATE OF BIRTH: 53, April 27th, 1935

DATE & CAUSE OF DEATH: –

GENDER: Male

BIRTHPLACE (SSR included): Balkash, Kazakh

REPRESENTING SSR: Kazakh Soviet Socialist Republic

POLITICAL AFFILIATION: Expansionist, Hardliner

OBJECTIVE: Claim as much land as physically possible for the Motherland.

RELIGION AND ETHNICITY: Orthodox, Russian

BACKGROUND: [REDACTED]
I may be interested, how complicated is this though?


Fairly complicated. No more than 5th Ed. D&D, but leagues beyond monopoly.
I have a form for those of you who want a head start:

http://goo.gl/forms/Y38A4beZE3

This will take you to what is essentially the Nation Sheet of the RP. Don't worry about any of it now, as I haven't explained the majority, but note that this is the input I will need.
I suppose I can post an overview.

So, here is how economy is set up:

We will start with the Industrial Credits flat production. This involves no RNG (Random Number Generation) unless you are a capitalist society. Note that before we begin, the rules of rounding are mathematical (x ≥ .5 round up, x < .5 round down), and when directed, should be used to find the nearest integer.
There are 3 basic Provincial Effects that will determine your income. You begin with a default for all provinces, which the GM determines as a global stat. We will say this number is 5 Industrial Credits, and that we are determining the income of the province Providace.

The first effect is [Civil Unrest I-V]. This is essentially how unsatisfied your people are. Decreases base income by 1-5.
Then [Densely Populated I-V]. Self explanatory. Increases base income by 1-5.

[Martial Law], which is essentially a State of Emergency, reduces income by 3.

Capitalism is complicated, so I am skipping.

You can have negative income, and get into debt.

That gives you a base Industrial Credits.

Then, you get resources. Each province gets six Resource Units.
3 of Resource I, 2 of Resource II, and 1 of Resource III. I am still tweaking the effects, but exhaustion and bounty affect the production. You can also expend resources for effects. RNG determines the global demand for a resource, and then the world supply is determined, and then the worth of each each resource credit is determined by a fraction of the two, and finally "sold" for Industrial Credits.

Each turn, your nation decides how to spend everything. Firstly, you will decide on what to tax, and what the public keeps. Then, you decide how to spend tax revenue. I will get to that later.
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