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Datta. Dayadhvam. Damyata. Shantih shantih shantih
7 yrs ago
Fab, when it comes to portraying a character believably, you might be the best this site has.
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7 yrs ago
There's no need to build a labyrinth when the entire universe is one.
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Bio
Well, this was my account. Had my fair share of memories of the guild, both good and bad. I hope you all have a great time here and keep getting better at RPing and writing. Myself, I've fallen out of love with roleplaying in general, and this site in particular. There's still good people here, but I've learned enough and seen enough that I'm not confident this site is going good places. Tanderbolt's moving on. Where am I going after this? I don't know, but to quote Raymond Carver, "I'm always learning something. Learning never ends.". Good night, ladies, good night
This is gonna be tricky - the history of both the world wars and the Cold War placed heavy emphasis on international relations. Globalization was on the rise during this time and there wasn't a single country who wasn't affected by another's actions.
Also, colonialism - I'm pretty sure most of the countries nowadays were either colonizers or colonies themselves. So I'm not sure how non-colonizer countries will go about making their CS.
Therefore, I suggest that we establish at least two superpowers, several major colonial powers and the participants in the war first before moving on to other things. I don't think we can start the RP coherently without having these roles taken (NPCs controlled by the GM would do).
The focus on international relations is a big part of why I made this RP, if everything goes well it'll a lot of options for player interactions. For colonialism, I made the Colonial Power disadvantage to represent a situation similar to Britain or France after the war, a powerful nation with a colonial empire that's slipping away and will force them to make some tough choices. If someone wants to make a nation that is a former colony, mention it in the brief history section and I'll make an NPC nation out of the colonizer (unless you get the OK from another player for their nation to be the former colonizer). There's always options for nations without colonial issues, there were plenty of nations who lost their colonial empires that were dismantled before the end of World War 2.
Will our nations be using real weapons too? Or at least copies/close copies of them?
Basically. You'll go through the technological advances like the real world, and decide what you want to prioritize. I could see someone deciding to pursue cancelled projects like the XB-70 or Object 279 instead of what was actually chosen historically, but it will all be close to history.
Crapcrapcrap I've been slacking off
By the way, will we start directly after the war ends or a few years later?
One year after the war, all of the treaties and mop up are finished but not all of the deployed troops have returned home.
Yes, it's easier that way. You can request where you want to be roughly on the world map if you have a preference, and I'll do my best to take it into account when I draw up the map before we start.
Also if I can be the germany I already have an idea for it. Zellonia would be the name and the Advantage would be Miltiary Tradition with several Disadvantages.
That's fine. Remember, you have five points to spend as a normal nation, you could take on other advantages like Fully Industrialized and Technology Leader if you want to make Germany (East or West). Disadvantages aren't mandatory, they're just a way to get more points to spend on advantages if you want. The raw number of advantages or disadvantages doesn't matter as long as you don't go over the point limit. Superpowers have ten points, normal nations have five, and either can gain up to five additional points by taking on disadvantages. It takes two disadvantages to earn an additional point (except for Agrarian, which will earn a point all by itself). If anyone has suggestions just let me know. By the way, if you wants to make your nation one of the two superpowers, please mention this when filling out your nation sheet.
Interested. Am I allowed to reserve the United Kingdom?
I'm going with fictional nations (just so people have the freedom to build whatever), but you're free to make the Unified Kingdom of Bretonia or whatever UK analog you prefer. I could even give you advice about what advantages and disadvantages would be most like what the UK had at that point in history.
Lastly, just to let those who were there for the interest check know and to reserve a second post in case I need space: @BingTheWing@Taeryn@Inkdrop@Treshan
The greatest war the world has ever seen is now over, and the old political order lies in ruins. Industrial warfare has brought devastation to lands across all continents, and the prewar world’s system of alliances and regional powers is now a quaint memory. In the aftermath a few nations stand above all of the others, having emerged victorious and ready for this new era in world history. They will be the driving forces of world events, as their competition grows in ferocity and nations must choose sides in the coming conflict, one that will play out not only on battlefields but also in financial markets and hearts and minds across the globe. The era of old Great Powers has ended, the future belongs to the Superpowers.
This will be a nation RP inspired by the Cold War and the aftermath of World War 2, starting from a similar time period. I’ll need two Superpowers (possibly a third if we get a lot of interest) and several ordinary countries. The Superpowers are nations that have an intense rivalry and both seek to become the single dominant power, and they will try to do so by rallying smaller countries to their side, by whatever means they can.
Players will control the central government of a fictional nation and guide their policies to steer their nation through the years. To make a nation, choose advantages and disadvantages and fill out the form below. Superpowers get ten points to spend, normal nations get five points. Advantages that are in bold cost three points for Superpowers and two for normal powers, all others cost one. Disadvantages will earn you a half point (except Agrarian, which will earn a full point), up to a maximum of five points.
The actual game will move in turns representing roughly two years of real world time, players will interact with each other and make decisions about how to allocate their nations resources, prioritizing things like building a stronger military or investing infrastructure, which will have effects as time passes. World events will disrupt the status quo occasionally just to make things more interesting. When we've got enough people to start I'll have everything hashed out.
Name: Form of government: Leader: Brief History: Advantages: Disadvantages:
Massive population: Your nation has a large population, giving it manpower for war and industry. Superpowers start out with a large population already and may only take it once, regular nations are able to take this advantage twice.
Fully industrialized: Your nation has completed the transition to an advanced economy with modern infrastructure. They are more productive, and don’t have to worry about encouraging urban growth and nurturing industries
Technology Leader: Your nation has a world class educational system and is a constant source of high quality research, it is much easier for you to discover technological advances.
Unscathed by the war: The fighting barely touched your homeland, sparing the need for a costly rebuilding after the war.
Influential Ideology: Your nation’s ideology has admirers around the world, which will aid you with espionage and possibly even start rebellions for your cause.
Breadbasket: Your nation has particularly productive farmland, making it easy to feed your population and export food.
Oil rich: Your nation has significant oil deposits, allowing you to be self sufficient and supply others.
Friendly geography: Something about your nation’s natural features, whether it is narrow mountain passes or a hostile climate, makes invasions difficult.
Military Tradition: Your nation has a long history of warfare and fighting other nations. They keep a large standing army to ensure readiness even in times of peace, and the civilian population is more tolerant of war
Command Economy: The government exercises near complete control of the economy, giving them less obstacles to implementing large scale efforts.
Culture of conformity: Citizens of your country value the collective will and hesitate to go against the grain, reducing dissent.
Nuclear ready: For superpowers, this means that your nation has successfully built and tested a nuclear weapon before the end of the war. For ordinary nations, it means that they can begin the development process immediately.
Agrarian: Subsistence agriculture is still the norm for most of your citizens, cities have only just begun to modernize, there’s a long way left to go in terms of development. Incompatible with Fully Industrialized
Backwater: Education is poor and there is little in the way of research happening. New developments will take longer to reach your country, especially without outside help. Incompatible with Technology Leader.
Cultural Conflict: Your nation is afflicted with deep divides, whether they are ethnic, religious or something else. They create many conflicts, especially when tensions flare up. Can be taken twice for even more intense divisions. Incompatible with Culture of Conformity.
Independent Media: Your nation has an influential and unrestricted press, which is always quick to draw attention to failures and shady dealings. Dissent comes more easily, and the population has less tolerance for war. Incompatible with Culture of Conformity.
Food Insecure: Your nation is prone to periodic crop failures, which lead to devastating famines without outside aid. Modernization may lessen this problem. Can be taken twice to indicate food insecurity too deep for even modern agriculture to help.
Fragile Peace: The government’s position is precarious, especially given your nation’s history of violent civil wars. It is very easy for small bits of discontent to spiral out of control.
Weak Centralization: The central government has difficulties with local governments across your country, whether it is because of corruption or laws that limit it. Initiatives coming from above may find themselves impeded as lower level politicians put up resistance.
Colonial Power: Much of your nations power rests with nations it has colonized, nations who now seek independence. Holding on to them will be difficult, letting them leave will mean giving up much of your power.
Entrenched Traditions: There are traditions that your nation has clung to since ancient history that stand at odds with modern society. They will slow down modernization and hurt production from advanced industries.
Small Population: Your population is small, limiting your total output.
Hostile Neighbors: You have longstanding disputes with nations on your borders that could easily lead to future wars. Can be taken twice to indicate that the country has numerous neighbors all of whom are hostile.
Military Incompetence: There are deep-seated problems with your nation’s military leadership, it’s inevitable that they will occasionally loses battles that they should’ve been able to win easily.
Devastated by war: The war hit your nation particularly hard, rebuilding will be a slow and painful process, possibly needing outside aid. Incompatible with Unscathed by the war.
@Taeryn@InkdropGlad to see some interest. I just updated the OP with some more information and a CS. If anything looks unclear, unwieldy or unbalanced, let me know, this is still a work in progress.
The greatest war the world has ever seen is now over, and the old political order lies in ruins. Industrial warfare has brought devastation to lands across all continents, and the prewar world’s system of alliances and regional powers is now a quaint memory. In the aftermath a few nations stand above all of the others, having emerged victorious and ready for this new era in world history. They will be the driving forces of world events, as their competition grows in ferocity and nations must choose sides in the coming conflict, one that will play out not only on battlefields but also in financial markets and hearts and minds across the globe. The era of old Great Powers has ended, the future belongs to the Superpowers.
This will be a nation RP inspired by the Cold War and the aftermath of World War 2, starting from a similar time period. I’ll need two Superpowers (possibly a third if we get a lot of interest) and several ordinary countries. The Superpowers are nations that have an intense rivalry and both seek to become the single dominant power, and they will try to do so by rallying smaller countries to their side, by whatever means they can. If I get some interest I'll make an OOC.
Players will control the central government of a nation and guide their policies to steer their nation through the years. To make a nation, choose advantages and disadvantages and fill out the form below. Superpowers get ten points to spend, normal nations get five points. Advantages that are in bold cost three points for Superpowers and two for normal powers, all others cost one. Disadvantages will earn you a half point (except Agrarian, which will earn two points), up to a maximum of five points.
Name: Form of government: Leader: Brief History: Advantages: Disadvantages:
Massive population: Your nation has a large population, giving it manpower for war and industry. Superpowers start out with a large population already and may only take it once, regular nations are able to take this advantage twice.
Fully industrialized: Your nation has completed the transition to an advanced economy with modern infrastructure. They are more productive, and don’t have to worry about encouraging urban growth and nurturing industries
Technology Leader: Your nation has a world class educational system and is a constant source of high quality research, it is much easier for you to discover technological advances.
Unscathed by the war: The fighting barely touched your homeland, sparing the need for a costly rebuilding after the war.
Influential Ideology: Your nation’s ideology has admirers around the world, which will aid you with espionage and possibly even start rebellions for your cause.
Breadbasket: Your nation has particularly productive farmland, making it easy to feed your population and export food.
Oil rich: Your nation has significant oil deposits, allowing you to be self sufficient and supply others.
Friendly geography: Something about your nation’s natural features, whether it is narrow mountain passes or a hostile climate, makes invasions difficult.
Military Tradition: Your nation has a long history of warfare and fighting other nations. They keep a large standing army to ensure readiness even in times of peace, and the civilian population is more tolerant of war
Command Economy: The government exercises near complete control of the economy, giving them less obstacles to implementing large scale efforts.
Culture of conformity: Citizens of your country value the collective will and hesitate to go against the grain, reducing dissent.
Nuclear ready: For superpowers, this means that your nation has successfully built and tested a nuclear weapon before the end of the war. For ordinary nations, it means that they can begin the development process immediately.
Agrarian: Subsistence agriculture is still the norm for most of your citizens, cities have only just begun to modernize, there’s a long way left to go in terms of development. Incompatible with Fully Industrialized
Backwater: Education is poor and there is little in the way of research happening. New developments will take longer to reach your country, especially without outside help. Incompatible with Technology Leader.
Cultural Conflict: Your nation is afflicted with deep divides, whether they are ethnic, religious or something else. They create many conflicts, especially when tensions flare up. Can be taken twice for even more intense divisions. Incompatible with Culture of Conformity.
Independent Media: Your nation has an influential and unrestricted press, which is always quick to draw attention to failures and shady dealings. Dissent comes more easily, and the population has less tolerance for war. Incompatible with Culture of Conformity.
Food Insecure: Your nation is prone to periodic crop failures, which lead to devastating famines without outside aid. Modernization may lessen this problem. Can be taken twice to indicate food insecurity too deep for even modern agriculture to help.
Fragile Peace: The government’s position is precarious, especially given your nation’s history of violent civil wars. It is very easy for small bits of discontent to spiral out of control.
Local Power: The central government has difficulties with local governments across your country, whether it is because of corruption or laws that limit it. Initiatives coming from above may find themselves impeded as lower level politicians put up resistance.
Colonialist: Much of your nations power rests with nations it has colonized, nations who now seek independence. Holding on to them will be difficult, letting them leave will mean giving up much of your power. Entrenched Traditions: There are traditions that your nation has clung to since ancient history that stand at odds with modern society. They will slow down modernization and hurt production from advanced industries
Small Population: Your population is small, limiting your total output.
Hostile Neighbors: You have longstanding disputes with nations on your borders that could easily lead to future wars. Can be taken twice to indicate that the country has numerous neighbors all of whom are hostile.
Military Incompetence: There are deep-seated problems with your nation’s military leadership, it’s inevitable that they will occasionally loses battles that they should’ve been able to win easily.
Devastated by war: The war hit your nation particularly hard, rebuilding will be a slow and painful process, possibly needing outside aid. Incompatible with Unscathed by the war.
@tsukune If you want some authors that do minimalism well, try looking into people like Raymond Carver, Cormac McCarthy and Charles Bukowksi. Hemmingway's famous for writing that way, but he owes much of his style to working as a journalist and studying under Gertrude Stein. Minimalist prose has also really shaped certain genres like noir (eg David Goodis and Jim Thompson) and science fiction (eg Frederic Brown and Kurt Vonnegut)
I just wanted to say I think this RP is very cool idea and I'll be reading it as it goes on. I'm not planning on joining because I don't know if I'd be able to keep up with the expected pace, but I wanted you guys to know that you have a fan.
Well, this was my account. Had my fair share of memories of the guild, both good and bad. I hope you all have a great time here and keep getting better at RPing and writing. Myself, I've fallen out of love with roleplaying in general, and this site in particular. There's still good people here, but I've learned enough and seen enough that I'm not confident this site is going good places. Tanderbolt's moving on. Where am I going after this? I don't know, but to quote Raymond Carver, "I'm always learning something. Learning never ends.". Good night, ladies, good night
<div style="white-space:pre-wrap;">Well, this was my account. Had my fair share of memories of the guild, both good and bad. I hope you all have a great time here and keep getting better at RPing and writing. Myself, I've fallen out of love with roleplaying in general, and this site in particular. There's still good people here, but I've learned enough and seen enough that I'm not confident this site is going good places. Tanderbolt's moving on. Where am I going after this? I don't know, but to quote Raymond Carver, "I'm always learning something. Learning never ends.". Good night, ladies, good night</div>