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Politicon - NRPs Don't Get Easier Than This

CJAlex

Nebulous
PoliticonHeader.jpg
You are the one, sole leader of your own nation; a ruler with ultimate authority; a god among men; Mother of Dragons! ... Or, so you tell yourself in the mirror before those dreaded press conferences.

Let's see what you have to deal with... Ah, a housing bubble threatens the stability of the middle class, thanks to the unchecked lending practices of your banks. A fringe sect of the opposition party is rallying extremists against you with abrasive rhetoric. That one dictator across the globe thinks he can swing his... uhm... ICBM in your face. And, of course, there is a whole slew of social issues that are bound to bite you in the ass, no matter which side you take.

Are you ready to get down to business? Because we've got some scandals to sweep under the rug and pundits to prove wrong. You're a politician, after all. It's time to get back to the con.


This type of nation RP will be a bit different than most of the others on here.

WHAT THIS IS NOT...
In the words of Barrack Obama: "Uhhh... Let me be clear!"

This is not about excess micromanagement and trying to remember how many fleets of galactic battleships you can produce with your level two tech specs. This is strictly about you, your nation, and its issues. While it's a group role play, there won't be much interaction in the way of traditional conflict. Rather, nations can cooperate in a manner similar to the U.N. to resolve issues that concern the entire world. You don't need to role dice, keep track of complicated stats or population numbers, or worry about frequent posting.

WHAT THIS IS...
The game works a lot like Max Berry's NationStates and Positech's Democracy games, particularly with how pressing issues are resolved. With each new cycle, new issues will be presented that you (as your nation's ruler) can decide on (NS-style, only less satirical). Each decision will have consequences that can drastically change the state of your nation... and your rule. Not all of these issues will be easy to resolve, however. You'll need influence and the intrinsic political value of kept promises. To simplify this, we've watered it down to a currency of Political Capital (Democracy-style).

With each new cycle, you'll receive +5pc, and can shore up a maximum of 50pc at any time in the game. Making decisions will not grant more capital, which means you may find yourself having to prioritize some issues over others. This system will prevent players from rapidly answering every decision right away and spoil some of the fun.

ISSUES AND DECISIONS...
When decisions are made, effects are not seen until the next cycle, but you'll be able to post an update on your nation when you take on your next issue(s). The effects are entirely up to you, as it's your nation and the specifics of enacting a decision are entirely in your hands. Decisions meant for individual nations will not have ripple effects on other players and their nations. Treat your nation like a unique instance in an MMO, where any damage caused does not actually alter the rest of the game world. So... yeah, go nuts, but still try to be somewhat realistic.

Decisions to issues meant for all nations, in the U.N.-style spectrum, do affect the game world and may directly or indirectly impact your nation's government. We'll discuss how the U.N. version of the game works later if this garners enough interest.

All issues are presented by me as the GM. However, I'll always be open to suggestions on custom, player-presented issues. Many issues will have a multiple-choice selection of decisions prepared by your government (à la NationStates), but others will be open-ended for you to act however you damn well please as the Glorious Supreme Ruler With Tiny Hands From On High. Knock yourself out, Chief.

CYCLES...

Game cycles last 24 hours, real time, and reset at 00:00 UTC (GMT). The game is designed in a way that allows for maximum relaxation and don't-give-a-fuckery. You don't have to check in every day, and you can update your nation whenever you feel like it. If you've been away for a while, just check the date and time stamp of your last post to calculate how much Political Capital you've garnered in your absence. The 50pc cap for all players will make this even easier.

So, holy shit! A nation RP that's so simple*, a caveman can be president! "Make caves great again!"

*Additional terms and conditions apply. See inside cave for details.
 
This sounds fun! Will there be a lot of interaction between players/nations?
 
You are the one, sole leader of your own nation; a ruler with ultimate authority; a god among men; Mother of Dragons! ... Or, so you tell yourself in the mirror before those dreaded press conferences.

Let's see what you have to deal with... Ah, a housing bubble threatens the stability of the middle class, thanks to the unchecked lending practices of your banks. A fringe sect of the opposition party is rallying extremists against you with abrasive rhetoric. That one dictator across the globe thinks he can swing his... uhm... ICBM in your face. And, of course, there is a whole slew of social issues that are bound to bite you in the ass, no matter which side you take.

Are you ready to get down to business? Because we've got some scandals to sweep under the rug and pundits to prove wrong. You're a politician, after all. It's time to get back to the con.


This type of nation RP will be a bit different than most of the others on here.

WHAT THIS IS NOT...
In the words of Barrack Obama: "Uhhh... Let me be clear!"

This is not about excess micromanagement and trying to remember how many fleets of galactic battleships you can produce with your level two tech specs. This is strictly about you, your nation, and its issues. While it's a group role play, there won't be much interaction in the way of traditional conflict. Rather, nations can cooperate in a manner similar to the U.N. to resolve issues that concern the entire world. You don't need to role dice, keep track of complicated stats or population numbers, or worry about frequent posting.

WHAT THIS IS...
The game works a lot like Max Berry's NationStates and Positech's Democracy games, particularly with how pressing issues are resolved. With each new cycle, new issues will be presented that you (as your nation's ruler) can decide on (NS-style, only less satirical). Each decision will have consequences that can drastically change the state of your nation... and your rule. Not all of these issues will be easy to resolve, however. You'll need influence and the intrinsic political value of kept promises. To simplify this, we've watered it down to a currency of Political Capital (Democracy-style).

With each new cycle, you'll receive +5pc, and can shore up a maximum of 50pc at any time in the game. Making decisions will not grant more capital, which means you may find yourself having to prioritize some issues over others. This system will prevent players from rapidly answering every decision right away and spoil some of the fun.

ISSUES AND DECISIONS...
When decisions are made, effects are not seen until the next cycle, but you'll be able to post an update on your nation when you take on your next issue(s). The effects are entirely up to you, as it's your nation and the specifics of enacting a decision are entirely in your hands. Decisions meant for individual nations will not have ripple effects on other players and their nations. Treat your nation like a unique instance in an MMO, where any damage caused does not actually alter the rest of the game world. So... yeah, go nuts, but still try to be somewhat realistic.

Decisions to issues meant for all nations, in the U.N.-style spectrum, do affect the game world and may directly or indirectly impact your nation's government. We'll discuss how the U.N. version of the game works later if this garners enough interest.

All issues are presented by me as the GM. However, I'll always be open to suggestions on custom, player-presented issues. Many issues will have a multiple-choice selection of decisions prepared by your government (à la NationStates), but others will be open-ended for you to act however you damn well please as the Glorious Supreme Ruler With Tiny Hands From On High. Knock yourself out, Chief.

CYCLES...

Game cycles last 24 hours, real time, and reset at 00:00 UTC (GMT). The game is designed in a way that allows for maximum relaxation and don't-give-a-fuckery. You don't have to check in every day, and you can update your nation whenever you feel like it. If you've been away for a while, just check the date and time stamp of your last post to calculate how much Political Capital you've garnered in your absence. The 50pc cap for all players will make this even easier.

So, holy shit! A nation RP that's so simple*, a caveman can be president! "Make caves great again!"

*Additional terms and conditions apply. See inside cave for details.

DID SOMEBODY SAY UN?!
 

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