[h2]Building an NRP Roleplaying System[/h2][hr] [i]So I've been researching a boatload of different games for this little project-and I was actually surprised to see that their exists only a limited number of rules dealing with roleplaying a whole nation, faction or kingdom. What I did find was either tucked behind a paywall or grossly incomplete/overtly complex. So I decided to tackle this myself. [color=lightblue]The idea is to develop a foundation for a 'system' that could easily be adopted for any genre of nation roleplay-modern, historical, fantasy, sci-fi-whatever.[/color] I've written a bunch of different ideas down and I am sharing it with the community to see if anyone can look at it and maybe even help out. (You know how you stare at a problem for a long time and just get bloody stuck-well that's where I'm at with this, a fresh set of eyes would do me good) So come on in and have a read.[/i] [hr] [h3]Basic Questions[/h3][hr] [i]At first I thought I could simply hack [url=http://www.sonic.net/~rknop/big/Omar/fudge/FudgeSRD.pdf]FUDGE[/url] or [url=https://fate-srd.com/fate-accelerated/get-started]FATE[/url] as someone suggested. This doesn't work for me for a couple reasons: I've never used either system to any great extent and the dice concepts are kinda strange. I also thought about using D&D's tiers of difficulty and advancement, but then I realized my biggest mistake. Nations are not characters. In a standard roleplaying game, your character kills things, gets the gold and gains experience. Nations grow, but they also contract, even collapse. The standard formula of playing and gaining levels or experience doesn't apply that well to a nation game. Time to get creative.[/i] [list] [*]What defines a nation? [*]How do they interact with each other and the world? [*]What else can I do in this game? [*]What is the difference between system and mechanics? [/list] [h3]Defining a Nation[/h3][hr] [i]A big part of roleplaying is knowing exactly what your character is-this is far more complex when it comes to a Nation, as I've found. I've decided that a few basic concepts should cover a broad set of national aspects, and maybe a handful of concepts could deal with very specific things or ones that change more frequently.[/i] [b]Broad Concepts:[/b] [list] [*][u]Culture[/u] - How influential your nations culture is on other nations. For instance, American culture (especially media and movies) influences even nations that are at odds with the USA. [*][u]Economy[/u] - How strong and stable your economic institutions are. [*][u]Production[/u] - How fast you can build units and structures. [*][u]Infrastructure[/u] - The physical and organizational institutions of your nation. Roads, bridges, walls, but also emergency services, clergy etc. [*][u]Technology[/u] - How technologically advanced your nation is. [*][u]Militarism[/u] - Not to be confused with actual military strength. How willing your nation is to go to war and how it conducts itself. A better name might be "Aggression". [/list] [b]Other Concepts:[/b] [list] [*][u]Stability[/u] - Not sure about this one. Measures how likely your nation is to be thrown into anarchy or social collapse. [*][u]Wealth[/u] - Material wealth. For a fantasy game this might be gold or jewels, for a modern game this could be your nations Currency Worth. [*][u]Territory[/u] - How much land or area you have under your control. Pretty important in a military/conquest game. [*][u]Population[/u] - How many people under your rule. [*][u]Government[/u] - Type of government. Lot's of different kinds specific to the genre of game. [/list] [b]More to come. Number crunch. Defining difference between system and mechanics. Did I miss any concepts that might define a nation? Looking forward to discussion.[/b]