NationStates Jolt Archive


Rules of War

18-05-2004, 01:29
Hey guys i need a little help here. My class made there own region, which now has like 30 nations. Well we wanted to see hows nation would be the best in a war with alliances and stuff. So well they told me to come up with an idea to simulate a war. Well yeah that's pretty tuff. So since I'm pretty new to the game I was wondering if anyone ever came up with some kind of rules for a war.

Please help or the fat kid might sit on Me!!!! :(
WESS IS THE KING
18-05-2004, 02:44
All I know is that it is all roleplaying and the losing side has to resign, you can't just say you win, that is godmodding. Godmodding is like if you would just say you nuke their country. My classmates and I play that if you lose you give up your password.
18-05-2004, 03:21
Yeah thx for that bit but what i meant is do u use any specific rules i.e. a point system to determine who wins the war
Tiborita
19-05-2004, 02:03
Actually, godmodding is when you state something your nation could not support. An example of this is saying, "My nation has six million people in it, and they are all in the military." Real life nations can not support over 2% of their population in the military and not suffer economicaly. You could go up to 5% if you are in a war like WWII. Check out the stickies in the Nation States forums and the International Incidents forums to learn how to make a realistic military for your nation.

As to how the RP is done, that is up to however you and those involved set it up. If you can think up a point system, and you along with the others involved in the RP want to abide by those rules, go for it. NS is very free form. Typically, the way it is done, people know how well each others military will do in a fight. If your fleet comes across my lone frigate, my frigate is going to sink. Just playing by the numbers, however, gets very boring. The best part of role-playing is using your creativity, and your imagination. That is where the fun is. Create a story. This (http://www.nationstates.net/forum/viewtopic.php?t=126716&postdays=0&postorder=asc&start=0) is a great example of someone who wants to have a fun RP. Notice, the nation who starts everything wants to lose. What is important is the story that is told. Note that if there are problems on how the RP is running, it is taken care of in the out of character thread (http://www.nationstates.net/forum/viewtopic.php?t=126206&postdays=0&postorder=asc&start=0), where people can agree on the events happening, and adjust what is happening in the in character thread. People don't get bent out of shape because they are losing, they try to make a good story out of losing.
The Evil Overlord
20-05-2004, 03:25
Well spoken, Tiborita.

Here are a few bits of advice:

First, get everyone involved to agree in advance to a set of rules for your roleplay war. It would also help to have an unbiased referee available to resolve disputes.

Second, draw up a map of the campaign area. This will also help prevent arguments. If you don't feel up to making up a map, use a map of some part of the real world.

Third, decide in advance to a reason for the war. Modern RL wars are seldom stand-alone affairs. Each war usually has a long series of events that lead up to it, rather than one single act. The Desolation of Wolfish thread is a good guide to how it ought to be done. Having a cause usually adds a lot of fun and realism to the roleplaying. This will also give you a means of determining who wins. If the whole point of the war is to get control of the Monkistani oilfields, for example, that fact alone will determine when, where, and how the battles are fought.

Fourth, have fun. All too often, one player or another gets hacked off about some aspect of the war. Your referee can help prevent this, but the best way to avoid unnecessary argument is to remember to have fun.

TEO