I will say I have tentative interest in this. I also will repeat what I mentioned in the last interest check for a WiR game (I participated in the two WiR-1862 games).
<Snipped quote by Dedonus>
1) While this point was more relevant for the last interest check because we had went through 4 WiR games (3 of which died in their infancy) at that time, this is still important to remember. I am not saying that this game will fail, but we need to make sure that we "do it correctly", in the sense that we lay a good foundation for the game to thrive.
2) Seems like you are trying to correct this.
3) I think this is one of the most important improvements for this type of game. The GM(s) will give the players their rolls, the players will write up their portion of the update, and then the GM(s) can proofread it and make edits if something does not sound reasonable.
4) I think that keeping the stats simple will make your life easier. Furthermore, I think it would be better if we make sure that we have everything ready before starting the game. In the second WiR-1862, the GM's sacrificed making preparations for the game in exchange for getting the game up ASAP.
Alright. Thank you for the straight talk. I think I am going to go pretty simple this time. Each and every person is responsible for their nation. I will make a list of everything I am going to consider available, and it is the players job to find some quick stats.
The NS will probably be:
Official Name:
Coat of Arms/National Banner/Flag:
Power Type: (World Power, Continental Power, Developed Nation, Uncivilized/Developing Nation (again, depending on year))
Diplomacy Strength: (-5 to +5, dice modifiers)
Economic Strength: (-5 to +5, dice modifiers)
Infrastructure Strength: (-5 to +5, dice modifiers)
Navy Regiments:
Navy Strength: (-5 to +5, dice modifiers)
Army Regiments:
Army Strength: (-5 to +5, dice modifiers)
Air Force Regiments/Cavalry Regiments Depending on Year:
Thingy Strength: (-5 to +5, dice modifiers)
Allied Nations (This is so I don't have nations that are historical BFFs fight each other, i. e. Germany and Austria, and to provide advantage to diplomatic relations with these nations. Over a few turns names can be dropped or added to the list, but this provides some basic structure so it is more of an evolution):
I am OK with some basic interpretation of strength, and extrapolation of regiments, being that they are hard to find. However, telling me that the Mongols have a larger navy than the British will be frowned upon. Use judgement and common sense. GMs will scan.
Although I will probably add some fine details, such as religion and maybe a leader system, and just a general outline for history, besides leaders this should cover all the stats.
Like the link, each nation, depending on power level, will get a certain amount of orders which are essentially rolls.
The rolls are the most complicated part, but they shouldn't be too hard to grasp. Here are the rules:
If a roll has disadvantage, then you roll the d20 twice and take the lower. If the roll has advantage, do the same but take the higher one. Then, add the appropriate modifier (Eco., Navy, Army, Cavalry, Diplomacy(Not sure weather or not I am going to include this?)). The final number you end up with is compared to a difficulty level of 1-25. This is pre-determined, and the player should know this level before the roll occurs. I will have all the basic ones in the OP. Being that the players are doing their own research, this is really the hardest part for the GMs. In any case, here is an example:
The British Empire want to make a road through Louisiana. The player spends two order credits to do this. Because of the land's swampy nature, the roll has disadvantage. The British economy strength is high, so he gets a +4 modifier. Building a road is generally pretty easy, so you only need a six to be successful.
On the first order, he/the GM rolls (12) and (1). Because he has disadvantage, he takes the one. With the +4 modifier, he comes out at five. Just one short. Because he spent two orders, though, he repeats.
On the second order, he/the GM rolls (7) and (15). We already know he will win, but we add the +4 the 7 anyways to get 11, so well say the road is a super road with a nice rest stop. Maybe we will call it 'New New York'. That extra bit is just roleplay, but that is how the rolls will influence the rest of the post. Next turn, the British empire may want to make a new city. They make an infrastructure check to build it, and then an economics check on the commerce of the city the turn after that.
The thing i am still working out is weather or not to 'refund' orders if a player uses too many. Like in this example, if he spent two orders, but got it on the first try, should he be refunded one order? That would be a tad more difficult for the GMs but I am not sure if it would be more fair to the players that way. Leave feedback for that.