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I think most countries still had absolute monarchies in 1815. Notable exceptions include Britain and the Netherlands, but that was about it.


And most countries had legislatures with varying degrees of power. France, minus when Napoleon himself was Empire, had a rather effective legislative branch.

And the mechanic as it is--which I understand your point--belies the original intent. A nation cannot simply do what it pleases, when it pleases. And secondly, the government types will probably be Absolute Monarchy, Constitutional Monarchy and Republic.

And Absolute Monarchies will utilize this system less, it'll have its own drawbacks.
I'd enjoy playing a reflection of the Ottoman Empire. A vast and wealthy power who has just suffered humiliation and loss of land due to fighting on the wrong side.


Definitely plausible my man.

Here's one of the mechanics I have done:

Political Support:
It is as it sounds. Every nation will have a Parliament comprised of 60 Seats as a mechanic. Fluff wise, if you want it to be 50, or 100 or whatever, that's fine. It will look like this:



You may spend Cash to have your party win seats. Let's assume for a moment that your ruling party is classified as the yellow party, which has 21 seats, or 21 Political Power.

You may spend those on Policies, which will help your nation. If you drop too low, you will not be able to retain a majority during the next Election Cycle.

That's all.
I'll give it another 12 hours. That'll be 5 for Age of Nationalism, though it would start at the end of a war very reminiscent of the Napoleonic War.

But since it looks inevitable, we can talk mechanics here.

There'll be four major mechanics: Government, Economics, Culture and Military.
<Snipped quote by Theodorable>

The first two sound like my cup of tea. The fsecond especially could be fun with myself taking upon perhaps an ambitious Prussia or Russia. I am also itching for some political scandal RP>


I have a pretty cool mechanic using Political Support that's simple, should be a lot of fun.

So far it's

Age of Nationalism: III
Thecian League: II
Age of Space:
I'm interested in playing the Nationalism game.


Noted.

I could make time for idea #3 (Thecian League). I assume the majority of us would be Greek-styled poleis, correct?


Yes sir.

Anyone else?

Hey all! I've got two ideas for nation RP and I'd like your opinion on it.

Rise of the Varectian Republic: Similar to it's last iteration--that was unfortunately allowed to die--this would start with the rise of Varectus as a city-state, growth to a Republic, then fall to an Empire.
-- MECHANICS:
* Players represent a Family, as their senators/generals, etc rise and fall.
* I would play the Game Master and represent the other nations and facilitate the game by creating events and such.

Age of Nationalism: Starting in 1815 with the end of a war similar to the Napoleonic Wars, you would play a single nation in the Age of Nationalism, attempting to colonize and guide your nation through an industrializing world.
-- MECHANICS:
* Internal governments
* Military
* Colonization
* Cultures & Nationalization.

Thecian League: This would be a fantastical version of the Pelopennesian Wars, there would be two city-states, the militaristic Thalarian and the democratic Ptolus. Within the scope of that, you would have to wage for support in the government to help win the war happening outside of the city-state. So there would be two factions and you would play a government philosophy within that city-state.
-- MECHANICS:
* Internal government policies
* Naval warfare
* Ancient Greek warfare

Age of Stars: A sci-fi nation RP encompassing a galactic scale. This would begin the game at what I call the Beginning of the End, you would start with a heavily developed civilization, as a member of a political entity called the Galactic Enclave that acts as a form of pseudo-UN.
-- MECHANICS
* Galactic politics
* Governing
* Fleet combat
* Strategic Resources

Discuss!
Torguth Orc Clans




Torguth Orc Clans


Nation Intro
The Torguth are a fragmented society of orcs, with over a hundred and fifteen different clans, living in what is known to the world as the Torguthi Highlands. The Orcs, once considered a great threat to the world under the reign of Mognosh the Fyrbrand, fractured with his death on a raiding party in the Deep South. Fragmented, they spend their lives pillaging, murdering and attacking one another. United, they are a threat second to none.

Geography
The Torguthi Highlands cover over twenty-eight hundred square kilometers of fertile pastureland and grassy fields. Due to the sprawling location, the Torguth Orcs breed and expand often without incident. There is also a rather apparent absence of wood here, making it difficult to fabricate any sailing vessels to move out of the Torguthi Highlands. Along the southern edge of the highlands is the Mundath Mountains, which have created a natural boundary between the Highlands and the nations to the south/

History
(Talk about the history of your nation. You can make it barebones if you want or collaborate with other players to establish a shared history.)

Society
The tribalism of the Torguth Orcs is primitive even by basic worldly standards. A genuine form of Machiavellianism exists in that the strongest rule, and any orc who feels he may be a better leader need do nothing less than challenge a ruler to a duel. Entire clans have risen and fallen on this sole premise alone. Orcs inhabit clans ranging from a few dozen to a few million, and new clans rise and fall with the seasons.

Economy/Industry
The Torguth orcs utilize a base form of Agrarianism and self-sustenance. They expand when necessary, but barter for goods back and forth. One tribe may trade a thousand bundles for two hundred axes, or a thousand slaves for a thousand mounts. This primitive economy has made it difficult for other nations to utilize any form of trading with the Torguth orcs.

Military
The Torguth Clans have four different states: Feuding, Fragmented, United and Warring.
-- Feuding: While feuding, the clans are actively raiding and attacking one another. This is their general disposition and during it, military strength is localized to the various clans.
-- Fragmented: When two weaker clans desire to survive, they may strike an alliance and fight against a third. This form of fragmentation provides unity, but the stress is still internal.
-- United: When a orc warchief rises to prominence, he may possess the cunning or raw and brute strength to unite the clans. United, they are tentatively at peace with one another and the outside war. These periods tend to last for 3-10 years depending on the political climate.
-- Warring: In times past, the Torguth Clans have remained unity and waged war on an external enemy. The average orc stands six and a half feet tall and weighs almost four hundred pounds. Not only are they physically stronger than the average human, elf and dwarf, they outnumber their potential rivals as well. Past historians have noted that if united for long enough and turned against their enemy, few would ever be able to resist the stream of orcish hordes into their territories. Luckily, such states rarely exist for long.

The Torguth Orc Clans number around 6,500,000 warriors at any given time. Though this would be in a Warring Period, and fragmented, the Torguth would only be able to call up around 2,000,000 at best.
<Snipped quote by Theodorable>

How do you mean? How does a freeform format upset your decision-making compared to a mechanics-inclusive one?


It has no basis upon my ability to make a decision. I like stat based RP's because numbers aren't open to arguing. In a freeform format, as I wish to be as militarily powerful as possible--I'm just going to push the envelope until the Moderator says stop.
I'm in.
I'd be soooooooo down to play if it wasn't free form. Salute for a good interest check.
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