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Strategic Dice War RP

Kylesar1

This is my loudest bork
Supporter
I want to make an RP where you, the player, take control of a country and you fight other players


This would probably a bird's eye view RP, where you post as the country, not as a particular person, unless you're doing something diplomatic


In this world, you could either use an existing country, or a made-up country


The countries would all streamlined and evened out. For example, IRL a country like Haiti could never beat America. In this RP though, they could


If there is some interest, I'll post more details and stat allocation and all that. I just want to check some interest first
 
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I would absolutely be up for a game like this, though it'd be best if it wasn't entirely up to stats. A good nation/intrigue roleplay should allow for smart or clever players to be able to outdo statistically stronger players. Otherwise it's just a number crunching contest.
 
In this RP, it won't be a number crunching contest. There's planning, alliances, recovery efforts, building


It's hard to explain, but how the stats are set up and their roles, it's not as simple as just trading blows until one dies. All players will allocate the same amount of points to fit their particular strategy


Go here. I'm working on the mechanics, so take the example with a grain of salt
 
I'm intrigued with this idea of roleplay. It's definitely something to try out and mess around with while at the same time, simulating a war. So, I'd be interested in joining in when this starts up.
 
Here are the stats and basics of the mechanics


Forces


  • Infantry - the rank and file troops vital to military action.
  • Armour - tanks, armoured vehicles, and artillery.
  • Navy - aircraft carriers for the most part, with some bombardment, anti-air, and transport options.


Force Multipliers

  • Air Superiority - drones and planes, providing superior tactical insights and area control.
  • Technological Advantage - advanced weaponry, armour, and communications tech.
  • Doctrine - training and martial philosophy, from discipline to loyalty to first-aid.


Resources

  • Intelligence - know the enemy, the terrain, and the outcome.
  • Materiel - bullets, shells, fuel, food, water.
  • Morale - the will to keep fighting, or fight harder.


Resource Actions

  • Spy - acquire intelligence on the enemy.
  • Construct - increase your other traits by building more tanks or training more troops.
  • Propaganda - improve morale by demonizing enemies or putting a positive spin on a defeat.


Special Ops


Cyberattack - cripple enemy intelligence and digital infrastructure


Sabotage - deprive the enemy of vital tools and resources.


Unethical Methods - biological weapons, political assassinations, civilian massacres.


Each point of Forces represents a die, up to a maximum of 5d10. When attacking or defending, you use available Forces in the conflict - in an urban context, you’re typically limited to Infantry. In more open areas - or if collateral damage is not a concern - you can employ both Armour and Infantry. Naval forces can engage in bombardment if the coast is nearby, but are more likely to provide a launch platform for aerial forces - use of Air Superiority may be impossible without a nearby Naval presence.


The fixed difficulty is 8. Any die rolling 8 or higher is a Success and has the following effect:


Reduces opposing Force by 1.


Reduces Morale by 1.


Force Multipliers increase the value of Success by their count. For example, Air Superiority 2 would double all Successes. In this way a much smaller force with better training and equipment can overcome a numerically superior force.


Resources can be expended for different effects.

  • Intelligence adds a bonus die per point spent, up to a cap of 5.
  • Material is expended whenever you attack or defend, representing loss of ammunition, manpower, and fuel. You can spend additional Materiel to increase a Force Multiplier by 1.
  • Morale is like hit-points; when Morale is 0 your remaining forces must retreat to the nearest friendly location. When Morale is -5 your faction is forced to surrender and remaining Forces, Multipliers, and Resources are divided among those who defeated you.


Resource Actions are used to acquire new Resources.

  • Spy is used to gain Intelligence.
  • Construct is used to gain Material
  • Propaganda is used to restore Morale.


Special Ops interact with Resources.

  • Cyberattacks can reduce Intelligence or Tech Advantage.
  • Sabotage can reduce Material, Armour, Navy, or Air Superiority.
  • Unethical Methods reduce Morale and one other trait. However, this can turn public opinion against you - your own Morale may suffer, or other factions may gain a Morale bonus when intending to punish these war crimes.
 
Definitely interested. Mechanics look solid enough to make some realistic sense.
 

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