Now I feel like I actually need to answer/respond to the questions laid out... [quote=@ClocktowerEchos] The sci-fi one is basically like the old Star Wars Imperial Warlords canon although I don't know if my knowledge on that stuff is good enough to warrant a proper SW NRP; more likely it'll end up as the same setting or an entirely new setting. The modern one I have a bit more of a grounded idea. its 20XX and this nondescript country has fallen into civil war after a prolonged period of instability and a general downward trend. Along side the generals and revolutionaries, there are also corporate and international interests. Each side would have different objectives/bonuses so for example Warlords need resources but certain resources are controlled entirely by the corporations who have their own security forces in the area to protect their stuff. International forces might include something like a UN peace keeping force or neighboring countries sending in their own forces to "protect" things. Of course, the Corps and the Ints would be bound more by the laws of war and public perception where as the warlords have aren't. Both warlords and Ints would want the capital for legitimacy reasons while the corporates might not want a quick peace so they can expand whatever holdings and company towns they might have. The latter idea could also be put on to a sci fi setting and I'm still on the fence about making stats up for it. However I do plan on having regular "events" that happen that can change things up. Like maybe a shipment of guns got lost and can be recovered or some former big wig is open to being rescued/captured. Some last things is that this could be retooled into a fantasy setting as well if people want to roleplay one of Rome's many civil wars and that while people would likely start with similar armies and such, I'm interested in seeing what kind of new unique units and such could develop from it. [/quote] In the case for sci-fi, I vote for a new setting. It might take some more time, but if you do do it, i'd try and lay down some more firm "ground rules" first. Personally I think that Space NRP can kinda descend into "Whoops! Accidentally invented Warhammer 40k!" fairly quickly, so having some pre-established rules would work really well in this case imo. It also might be worth considering making it such that warfare is either: 1) Incredibly destructive, veering on levels of M.A.D. so it's really only done as a last resort 2) A case where actually achieving strategic goals on anything larger than a planetary or even systemic scale is incredibly complicated, such to where outside of individual battles within planets or even for individual space stations, large-scale warfare is, in essence, too complicated on a large scale for most organizations to handle. Also Legends >>>>>>>>> Canon don't @ me In the case of modern day, it's sorta getting into an interesting - if equally complicated - situation. Because of how Modern Politics[sup]TM[/sup] works, civil wars tend to be one of those things that..well... [img]https://cdn.discordapp.com/attachments/417199055349874689/795358894238335026/unknown.png[/img] [img]https://cdn.discordapp.com/attachments/417199055349874689/795359154298159134/unknown.png[/img] [img]https://cdn.discordapp.com/attachments/417199055349874689/795358764836061255/unknown.png[/img] Civil wars only tend to get longer and longer as the times go on, and I think this is something really to consider in this case, too. In a contemporary, modern-day setting, the conflict in question has probably gone on for decades by this point, and the land in question can easily be considered completely ruined by most everyone else on the planet. And on the final notes, I get the appeal to stats and rolls in NRP. I hate 'em. Can't stand 'em. Every single time i've seen them, i've never really seen them done [i]right.[/i] The more and more i'm exposed to them, the more they feel like a tacked-on addition to try and balance out the game, but they either: 1) End up being too vague to be of much help when writing or creating a NS. 2) End up getting forgotten about entirely as the story has to go on. 3) Are put in to "Encourage not min-maxing", and then everybody goes on to try and squeeze as much value out of every individual stat as they can, and by trying to not encourage min-maxing, it encourages min-maxing. 4) Don't really make much sense to begin with, either because they aren't clearly defined (See Point 1) or because they're too all-encompassing, to where things that should intuitively be completely unrelated qualities end up being lumped together in the same stat. (EX. Technology and Industrial Capacity being separate ([url=https://youtu.be/LJcLG4rzTLk]Which is very quickly debunked by military historians[/url]), Army quality and size being the same stat, etc. etc.) It doesn't really make much sense to me to try and make abstractions for the purpose of making stuff up about your nation, since I am of a simple belief: Real life [i]has[/i] stats, and we should probably just use those if we want to number-crunch. Otherwise, just stick to focusing on the story at hand. [quote=@ClocktowerEchos] (Please note, I wrote this at like 2am, please be gentle if its not entire coherent >_<) [/quote] It's ok i've felt exhausted lately for no really good reason, plus this entire response has been semi-rambly as it is. You good fam