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    1. Gaebrael 9 yrs ago

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9 yrs ago
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Sounds like a laugh, I'm in.


Great!

While I don't want to join anything as a player (as my plate is full), I wouldn't mind being a guy-who-rolls-the-dice figure, potentially. That doesn't sound like it takes a lot of work. You literally just need folks who can roll dice, shove the results into the spreadsheet, and then voila, tell people if they succeeded or failed?

If the above is true, I'm possibly interested in being a First Order figure. Note the word "possibly."


It is most likely more work. I would encourage you to either opt for a player role or not at all. You also have to help me research, decide on Difficulty Classes, proofread all the posts, it's a lot of work.
Seems interesting, count me in

If you need any help, don't be afraid to PM.


That would be great. Might I ask for your availability publicly, as Second Order of First Order GM?
Also, I switching some things with the the GMs will work.

First Orders may not have nations. They are in charge of rolls and the spreadsheet. They will be official GMs, and thus receive the banner. They are also general advisers, and have the additional roles of the Second Order GMS.

Second Order GMs will help with the research for updates and fact-checking, and are generally trustworthy players. They may have nations, but they are encouraged to promote the good of the roleplay rather than the good of their nation.

As the original colonist for WiR from Paradox to the Guild I'm interested. Posting for these RPs is very easy to do from a player perspective so if this hits off it'll be a good side-thing while I work on other projects.

For timeline I'm somewhat bias but I'll recommend 1900 or 1910 going to the 30s/40s or onward if you keep activity steady. Sadly due to the heavy load the GM has to take for these they are VERY prone to dying as I can contest to being one of the many GMs to start and then disappear.


I am trying to streamline this. Ultimately, I have two responsibilities, along with the GMs:
I. Rolls. I will make a spreadsheet for this. Pretty quick and easy. Even with 20 people, the max rolls that can be done per turn will not be above 100. Players will responsible for researching what is happening to their nation rather than the GMs researching everything, so that takes that load off our backs.
II. Updates. These should be pretty short and sweet. I am thinking two paragraphs per update, and one whenever I feel it is necessary to change the dynamic of the game. Most updat3s will be Earthquakes and independent uprisings, rather than anything involves two nations directly at odds, as that is supposed to happen naturally.
From there, maintaining the OP will just be copy pasting. The sheet will be a full record of all rolls and orders. Anything not submitted by Noontime on Saturday/Midnight on Friday/whenever me and the GMs decide will be discarded. I am also going to make a decision on no refunding orders. Gets too complicated.

Here is the roll spreadsheet:
docs.google.com/spreadsheets/d/189h6pA..

Being the amazing spreadsheet person I am, I was able to create a logical expression for the final roll. All that it requires is entering one or two rolls, the difficulty class, and the modifier. From there, everything auto calculates into a 0 (Success) or a 1 (Failure) for the action. Nifty. There is also a GM-Only sheet that will have the player reference log as well as secret rolls for outside powers. If you are curious, the magic expression is:
=IF(J3=1, IF(K3>L3, L3+M3, K3+M3), IF(J3=0, K3+M3, IF(J3=2, IF(K3<L3, L3+M3, K3+M3))))

So, that is where I am at. Ideally the OOC goes up when I have one First Order GM to help me finalize everything and hopefully two or three Second Orders, and maybe shooting for twelve players-ish? Eight is also doable.
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.

So, hoping for maybe three more before I get things in the works? At least one First Order GM is needed still.
@Centurion
We call to the gods!
I would like to do 1836 to 1936.


Alright. I can see we are going for a later date.
Still wanting players, though.
I think either 1900 or 1836. Personally I am leaning more towards 1836.


Personally my expertise lies on the extremes of the scale, but 1836 is definitely doable with some Co-GMing help. Speaking of that, if you want a Co-GM responsibility, please PM me. First Order Co-GMs cannot have nations, but Second-Order can. First order will help me research and get all the facts (the bulk of the process, really) and Second Orders are players I can trust for rolls.
Uh... Dead?
Dead.
I've played in a few W.I.R. games and I am potentially interested.


I have also played a few, and would like to join in on the fun.


World in Revolution is one of my favorite roleplays on Paradox.

But, I have a question. We get to pick what year we want or do we start on 1195 and it just ends at 1912?


I've played before. It was fun but it ended abruptly when the GM disappeared. I'd like to try again.


Holy fuck this just exploded.
You pick what year we start. Theoretically, it could continue until 2015 if you pick 1000. That would take 1015 weeks, but theoretically. Also, it will be decided by voting.
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