[quote=@ClocktowerEchos] [@ELGainsborough]This should ideally be in the Roleplaying Section, not Checks but oh well, I'll try to help. The intentions behind an NRP is basically the same as any other RP at the end of the day: to act out a situation that you cannot ever do in reality. Generally I would say focus on making a story over "winning" and NRP like a strategy game since the desire the "win" and NRP is much more prevalent than in other RPs, technology and military more often than not tend to turn into dick measuring contests. Working from what you've said, I would say that the NRP in this case should focus on the divides within this internal conflict/civil war and how the factions interact, how people of different ideologies or zealousness interact and the descrapancies between what people are told and the reality. NRPs can be written from the stance of a nation or strictly a character with a lot of power over a lot of people and resources or even a hand full of people in various positions in a society. You could have a king or leader at the top, but also write for a lower ranking official or some average joe or soldier. I'd be willing to answer more questions although it should be taken to the right place and more details are need of course. I also have an Intro to NRP 101 guide in my sig if you want to check that out, might help a little. [/quote] I'm going to have to disagree with you here, Clock. Allow me to parse unto you a few of the critical theories of Nation RP. [list][*][b]Story vs Game[/b]: Predominantly, most RPs will veer in one direction or the other, with the majority going for the former. Story allows players to weave nations together. No one [b]loses[/b]. There's a war, there are losers, but every nation will eventually be compensated with story currency. Game based mechanics are most related to boardgame or RTS mechanics, and the story evolves from the gameplay that occurs. I believe that gameplay based mechanics are better. They incentivize nations to actually compete. Within the sphere of a story based RP I can literally rationalize and justify ANYTHING I do and if the majority consents and the GM does not disagree, I win. The majority of story based RPs often end because of too many "directors," too many people wanting to dictate the story. [*][b]Emphasis[/b]: Traditionally, there are four dictates of a nation RP: [i]Economics, Military, Politics[/i] and [i]Culture[/i]. I would say emphasize on two of them and make the other three after thoughts. I can personally attest that giving too much attention to all of them you risk over complexity. Don't emphasize enough and the mechanics might be too so boring that no one can effectively flush out their nation. [*][b]GM'ing[/b]: This is where you come in. First, establish the legitimacy of also being a fellow RP'er. Some RP's this is tenable and in other RP's you must simply stand back and be the invisible hand.[/list]