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10 yrs ago
I'll be away on a trip for a few days so my activity will be low
11 yrs ago
I'll be on vacation for a few days so my activity will be low

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I don't think sticking to the 1950s would work anyways.
This is a post-apocalyptic game or at least in a sense that civilization was destroyed once. Developments don't follow the same route here, at best be close.
Secondly it has steampunk/dieselpunk elements in it. These genres have the typical style of allowing impossibly difficult technologies at the time to become simple and commonplace. In this sense 1950s + dieselpunk means you might as well call it the 70s if not even more advanced in certain things.

So yeah, I feel we shouldn't feel too pressured with the 1950s claim. Just make whatever sounds good yet for the layman might make sense to be developed earlier. The realities of technology and engineering are far less optimistic.
I am thinking of making a Neo Hungarian Kingdom just for the heck of it but with everyone concentrated in the USA I might feel isolated.
Mid 20th century, right?
@Willy VerebSince Geitumo is so far from the rest of the mainland I'd imagine that there would not be a lot of naval power in the area. The longboats used for inter-island transport are equipped with only a couple of cannon and are otherwise only protected by small arms and mainly use rams for offense. Maybe there would be a few ships in the area from scattered piracy patrols or privateering operations but, for the most part, I doubt there would be a huge naval force awaiting the dwarves at first. Maybe later they would be surrounded by a larger force, as the continental war that is keeping most of Stoludi busy will not involve many of its blue water forces.
I am fine with that. So aside from the forts and few gunboats Zwölfberge would land unopposed and then the naval battle at large will play out concurrently with the land battle or siege, right?
That sounds like the ideal scenario to get the most enjoyment out of this.

@Willy VerebThe Stoludian Navy mostly consists of sloops and other small wooden unrated vessels, like brigs and corvettes, so they are very suscptible to damage if they are hit. The wood is thick, but it is still just wood. Stoludian tactics is to keep moving and go as fast as possible, but they do rely solely on wind power, save for the longboats Geitumo and Frystobiang use for inter-island transport.
Well, brig-sloops are in the 250-480 tonnage range so your ships would be actually bigger than most of mine.
Cannon-wise you'd be most likely sporting 10-18 carronades in the 18 to 32 pounder variety. You'd also have the numerical advantage because while I barely have more than 100 ships you should be able to afford close to a thousand (especially if you don't have much if any ships of the line).
Well, corvettes are of course smaller (usually in the 18-20m length range with 4-8 lower caliber cannons) but their firepower is still superior to my single-ballista warships (though those might pack more punch, especially with incendiary shots).

Then again naval battle should be just the beginning. The main show should be land battle so perhaps your ships failing to stop the dwarven advance is the best for the plot. Doesn't mean you'd be steamrolled, though. It'd be rather far from it.

@Willy VerebEither way, Stoludi does not have the industrial strength or quality of any industrialized nation, since most things are still made on small scales by artisans. Sorry for my inactivity, my post will be going up soon.
Strangely enough the situation with Zwölfberge is the opposite. Due to being a fantasy faction and one stereotypically awesome for their smithery the dwarven industry is about comparable to mid 19th century Europe even if the size of their nation limits the quantity. Meanwhile technology in general is in the 15th century or so with some clockpunk or fantastic elements.

Anyways, I did some calculations on the ships. Dolchshraubers are roughly the size of a sailless Trireme (36m long, 6m wide) with the displacement around 120 tons. They generally have ~30-50mm wrought iron armor with some wooden backing to prevent shrapnels. It's enough to stop 12-pounders or 24-pounders at range but not at point blank (albeit the front of the ships are further reinforced). Turmschraubers are 45m long and 7.5m wide with the weight around 450 tons. Their armor is 50-75mm wrought iron with wooden backing which is enough to stop 24-pounders thus requiring heavier ordinance.
So they would be tough, albeit perhaps somewhat lacking in firepower. As you can read in the character page the typical ship has 1 ballista while the Turmschraubers which are like flagships have 3.

@ImportantNobodyI don't see you posting any profiles for now. Should I look them up from that wiki?
Oh well a few examples of mine:
roleplayerguild.com/posts/3419300
roleplayerguild.com/posts/3400445
roleplayerguild.com/posts/3209412

There are more but these could be a good example what you can choose from.
@Willy Vereb, I was considerign stating up a full blown nation roleplay for my sci-fi setting, Andreemea, when I decided it might be fun just to do battles for a bit. I don't know how eager people would be to alter or create sci-fi races just to fit my setting. Perhaps when different sci-fi races from different players meet, it could be from some weird distortion where each can still use their own sci-fi rules, if they have unique things about them such as hard sci-fi versus fantasy sci-fi? The best bet would just give limited detail on conflicting rules to kind of shove it under the rug, or perhaps just not be lazy and force a settlement on rules. Or not having them fight in the first place. Anyways, feel free to look the wiki over if you want/have the time. A sort of new roleplay is up and details are trying to be added to the wiki when I get around to it to get it more up to date.

After work I'll post brief descriptions on certain races I might like to play as and let you guys pick the ones you want to fight. It could take place in an alternate reality, but it depends.
Well, you're working in pretty long shifts, it seems.

Anyways, don't just post info on the races, make it a typical NRP profile. Or at least the skeleton of one.

Give us an intro on your faction to better understand them. Then detail your faction's military so it can be used in the game here.
Again, look at other NRP profiles in this section for inspiration.

@Willy Vereb

Maybe some scifi nations, as I have some of them figured out for my sci fi setting. If I do something here I don't want to get into minor specifics, being more like brief descriptions and common sense such as general descriptions of range and damage and the rest can be inferred until it becomes important later on and we want to get extra detail for the fun of it. For example, I could say, "they have high powered sniper rifles with medium range for snipers" and we can leave it at that. I glanced over some sheets and it appears like we don't need insane details so that should be fine.

My sci-fi setting is more like star wars and rule of cool stuff rather than engaging the enemy millions of miles away in completely realistic craft. No, I like it where we still need to get up close and personal. Anti-aircraft weaponry can stop aerial bombardments well enough so it doesn't just turn to who has air/space superiority. I like me some land battles.
We focus on the story rather than being detailed in everything. Getting too much details also have the tendency of restricting your freedom and writing you into the corner. The main point is to get a general hang of things so your opponent can understand it enough to write responses.

As for how to write profiles? Hit up any of the currently running space sci-fi NRPs and you'd see. Yeah, they aren't that demanding. Especially if you only want them for this game. As for ranges in sci-fi they tend to be very flexible. Besides with FTL sensors and the distance involved sniping is one of the least likely things to happen in a space battle.
You may want to familiarize yourself with at least a few concepts before trying space battles, though. Let's focus in ground battles or at least one fought on planets since they are less difficult.

@Willy VerebThe Stoludians do use firing mechanisms that actually predate the flintlock by a few decades. They are behind in technology so the date is okay but they are not quite to flintlocks yet.
Doglocks and snaphauces in the broader sense are both flintlocks, just a bit more complicated. Actually the snaphauce is known for being more reliable...just also more expensive to make. Flintlock is a simplified thus cheaper and mechanically more reliable system (though poorer designs suffered from lack of snap power thus the above problem with realibility).
That's how I remember, IIRC.
But yeah, both of those seemingly disappeared by the early 18th century to be replaced by the Flintlock. Though not entirely.

@InkdropHopefully the date is about right, too.
I tried 18th century but not too far ahead. Flintlock muskets without any rifles involved would imply an earlier date but the uniforms are definitely 18th century or even post-Napoleonic era.
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