Ma-tek
04-05-2003, 17:19
Q&A
Q1. Why are you writing this?
A1. I'm fed up with nations proclaiming 'we are gonna attack and send lots of soldiers and it will be nasty', and the like, so I'm writing this to try to achieve what the RP FAQ has to some extent.
Q2. What is diplomacy, and why should I RP it properly?
A2. Diplomacy is, by definition, the act of attempting to 'get something' via the usage of well-structured sentences. There are several accepted methods; the most effective (arguable) and commonly used, however, is the 'carrot and stick' method. IE, I'll give you this - if you don't accept, we won't be happy.
Diplomats generally threaten, cajole, and insult (privately) - but governments/politicians do not, as it loses votes/damages public opinion. And public opinion can be important even to a dictator; what dictator wants a full-blown revolution on their hands over some foreign policy issue?
Q3. How powerful is my nation, and why should I RP my diplomats in accordance with that strength?
A3. If everyone RPs properly, then you can generally tell your national 'powerbase' by how many nations are usually willing to bend to your will. Possibly the best example of a nationstate that uses diplomacy to good effect is the Dominion of Nathicana.
If they don't bend to your will or not bend to your will all the time/none of the time, then generalize; if someone seems to think they're more powerful, but you know that you are, then send telegrams back and forth to simulate 'behind the scenes' wrangling to determine which side is more powerful (diplomacy-wise) - and then RP it accordingly.
Q4. x nation is trying to get me to change domestic policy - but for storyline reasons I don't want to do it!
A4. Not really a question, but still, it comes up alot in play - as I've experienced. If the RP interferes with your plotline, then tell them OOCly, and ask them to remove the offending post - if they won't, then ignore them until they gain the maturity to realise that there are plenty of nations upon which they can exert pressure other than you. Simple.
(EDIT- Alternate answer below suggested by SeOCC.)
Alternate A4. This is not a spectator sport, people are supposed to get involved and change the story. A good RPer is not someone who can write long winded convoluded stories about some hokey character they made up, a good RPer is one who can adapt to whatever people throw at them and still make it compelling.
(EDIT- Next two added by Imnsvale)
Q5. What if someone declares war on me, with hardly any diplomacy?
A5. Then Ignore them, and keep trying to reason with them Nobody goes to war at the drop of a hat.
Q6. Diplomacy is stupid and boring! I don't want to do all that.
A6. Actually, sometimes its way more fun to come up with scathing insults and mock them, that it is to send in 2197195798579875 troops.
(EDIT- Next one added by Good Folk)
Q7. Diplomacy?! Are you kidding me? I can't do all that nicy-nice talk!
A8. Before you freak out at the idea of having to act like a diplomat, realize that every time you talk to anyone else you're using diplomacy. Good or bad, intelligent discourse or mutter under your breath that you didn't mean for anyone else to hear but they did, when it comes to representing your nation, every word is some form of diplomacy. This means, it is something you're already fully familiar with, there's no magic to it, it's analogous to conversing with other people. Taking that analogy further, please remember if you are in a large group of people, and you threaten to kill one of them, you are probably going to be subdued at the very least. Thus your nation isn't likely to do that, either.
(EDIT - added by me)
Q9. Why should I roleplay diplomatic intercourse realistically (meaning ICly, or staying in-character), rather than just doing whatever I, the player, feel like doing?
A9. The point to roleplaying is insinuated in the name. Role-playing. Playing a role. Being someone other than yourself. If you want to roleplay, then you have to act 'realistically' (inside the environmental construct of the story) - not merely on OOC whimsy. If you do not like a player, but your nation and their nation are so similar culturally and ideologically that they could not possibly be enemies, then it would not be in-character to have your nation hostile to theirs - as your nation is not you. I have seen and heard it said that this - whether or not one should merely play themselves inside whatever game structure the roleplaying activity is taking place in - is a matter of taste, but it really isn't. If one does not play a role...one is NOT roleplaying.
Any other questions & answers and I'll add them in!
Diplomacy is the art of gaining the most by saying the least.
Ideas!
From Menelmacar, some general comments on RPing diplomacy
People often make the misconception that diplomacy is always being nice or compromising with the other side. No, it's not. As someone earlier said, it's also the art of saying 'Nice doggy' until you can find a rock.
Or, as it turns out, a gravship fleet.
Bill Clinton once said, "It's no surprise that in Washington when word of a crisis first comes up, the question on everyone's lips is 'Where's the nearest carrier?'" The deployment of military units can be a major factor in diplomacy. If you respectfully request that another nation do something you want them to do, you're probably going to get mixed results at best. If you respectfully request that another nation do something you want them to do, and underscore your current displeasure with the presence of a nearby military unit, you'll probably get better results.
There are all manner of other tools you can use to make a point. Tone of voice, veiled (or overt) threats, storming out of the meeting, whatever. Yes, kissing ass can also sometimes be effective. Other ideas: you could have a naval fleet conduct wargames in international waters, worryingly near to their coast. If you have orbital weapons platforms, a mere shift in their orbits can make a point very effectively. If you are a member of a defense pact, such as SATO or GDODAD, you can go to your allies and ask the alliance as a whole to issue a declaration or resolution in support of your cause. Finally, economic sanctions, particularly ones backed up by other nations, can also work. Like any tactic, your own nation's strength would affect the efficacy of the tactic, as is finding a weakness in the economy of the other nation that can be exploited to great effect.
An example of economic tactics in use was when Freebodnik IV attempted to arrange a multinational boycott of oil being drilled by Menelmacar. Menelmacar's response (once talks failed) was to arrange a similar boycott against Freebodnik IV... the Freebodnik economy depends/depended on garbage imported from other nations, which they used as raw materials for their nanomachinery. Menelmacar offered to these nations to pick up their garbage with vast cargo ships, and dispose of it in the solar corona instead of sending it to Freebodnik; faced with economic ruin, Freebodnik IV backed down.
In short, there are plenty of ways to make a point to a country without having to either kiss their ass or go to war - although, admittedly, they do both have their times and their places. Explore these tools as best you can, and you will find that many more options for role-play open up to you, and that you will have a far more exciting and realistic experience on NationStates.
From Sceptisism, a few ideas on how to 'spice up' your diplomatic interplay:
Make your diplomat in-character. If your nation is tree-hugging, and you're RP'ing relations with someone who mines uranium and has no anti-pollution laws, don't just say "We don't like you cause your mine uranium and that isnt cool for the trees." Say something like "Capitalists dogs! How dare you despoil your natural environment for the sake of profit! Are you really so foolish to believe that we will continue trade with one who so forsakes that which is most important than all else?" Try it. It really is fun!
We are tired of seeing boring, "limp" diplomacy. Spice it up with fiery rhetoric!
From Armestulia, an excellent example of well-RP'd diplomacy:
Diplomacy is hard to make engaging, to be sure - but it can be done. Let me throw up a bit of an itinerary, assuming that the Armustelia province of Orogor has decided to break away and is now trying to increase its military might through outside weapons purchases - albeit, illegal purchases banned by international treaty.
Day 1: Orogor announces their intention to rebuild their nation through military improvements, and makes conscription mandatory. Armustelia begins to question the Orogor moves, and begins to protest when reports from Armustelia intelligence shows that Orogor may be illegally buying weapons on the black market.
Day 2: Orogor denies any involvement in the black market, saying that their purchases are "conventional and legitamite." Tensions between Orogor and Armustelia escalate as the Commonwealth cabinet begins to suggest what has been considered only rumor. Two Cabinet members resign their positions unexpectedly.
Day 3: A convoy of medical supplies to Orogor explodes in international waters. Condolences are offered, but Armustelia expresses concern upon hearing that Orogor naval units have "roped off" the area to all outside sources. No word from Orogor if the explosion was an accident or intentionally caused.
Day 4: A bombshell is dropped - an independant news agency reveals that the ship containing the supplies was, in fact, carrying what appeared to be ICBMs. The information is based on photographs taken from a fairly high altitude, so the results do not appear to be conclusive. Orogor makes no comment, but internal sources say that there is no reason to believe Orogor was buying ICBM components. Armustelia calls for a meeting to clarify recent events.
Day 5: Armustelia protests Orogor actions further when it is learned that the two Cabinet members who resigned on Day 2 had previously had extensive dealings with the OSF (Orogor Separatist Front). One is found dead in his apartment shortly after the announcement, assumed to have committed suicide. The other has gone missing. Armustelia takes a gamble and accuses Orogor of buying weapons illegally, not stating how or why to avoid public criticism. Orogor promptly denies the charge, saying that the explosion of the medical convoy was caused by carelessness and an ill-maintained boiler.
Day 6: Armustelia and Orogor begin to meet over allegations and over the possibility of international efforts to investigate the explosion. The Armustelia delegation expresses concern over recent events, and hopes that despite the rumors, Orogor is not violating international law to get its way. The Orogor delegation, likewise, claims that the rumors have no validity, sticking to the official story given by the Orogor government. Talks break off in the evening for dinner, and things generally go smoothly.
Day 7: Armustelia suddenly is visited by the second resigned Cabinet member, who gives himself up and proceeds to tell that the rumors, indeed, are true - Orogor has been making massive illegal arms purchases without the knowledge of Armustelia, directly threatening the safety of both nations. Armustelia warns Orogor of the seriousness of this, and vaguely threatens to act against Orogor. Orogor, again, denies making the purchases, but the Orogor delegation to talks walk out of the meeting at around midday. Tensions rise between the two nations.
Day 8: After an intense day, Orogor agrees to reopen talks, apologizing for rash behavior. The evening is filled with tense comments, with both sides accusing the other of threatening the well-being of the region through military action and illegal purchases. The talks stall out quickly.
Day 9: A tentative agreement is reached, when Orogor agrees to let international teams investigate the explosion. Armustelia is relieved, and hopes that the matter will be resolved quickly. Talks stall again when Orogor demands increased oil exports from Armustelia - demands that send the Armustelia delegation into a fit of rage.
Day 10: Cooler heads prevail today as the talks continue again. The international teams do not find actual ICBM components, but do find traces of rocket propellant and even explosive agents. Orogor tartly replies that the materials could just have well existed in the engine fuel onboard the ship. Some medicine from the explosion is recovered, amazingly preserved, and as such are sent to Orogor as originally planned.
Day 11: Armustelia seems to be getting stressed by the continued talks with Orogor, and privately many Cabinet members express concern that these actions could lead to a relighting of hostilities in a region already beggared by war. Orogor, meanwhile, announces that they have successfully concluded the first training session for some of their armed forces, stating that they will be ready should foreign invaders enter their land - a thinly veiled reference to Armustelia.
Day 12: Armustelia manages to break another barrier down toward peace when they agree to let Orogor train troops and build conventional forces unmolested. However, they do call for the stop to all illegal weapons trade, which Orogor again denies. Orogor seems to begin to buckle, however.
Day 13: In a surprise turnabout, Orogor admits to having bought illegal weapons, and reveals that the weapons are mostly long-range missiles. Many of the shipments, in fact, have not reached Orogor shores, an unusual discovery. Armustelia and Orogor continue to have heated talks.
Day 14: The matter finally becomes resolved when Orogor and Armustelia jointly agree to a document in which Orogor ceases to purchase illegal weapons, and indeed, sends back or cancels all pending shipments. What illegal munitions Orogor still has are to be destroyed promptly. In return for this, Armustelia will allow continued conventional buildup, and in another surprise, will supply Orogor with surplus Armustelia military equipment. On the heels of this came a revised trade agreement in which Armustelia will increase oil exports to Orogor, but not to such a degree as previously suggested by Orogor. Orogor, meanwhile, will send farming machinery back to Armustelia to revitalize the agricultural sector. The matter is firmly closed when the bodies of many of the medical convoy's crew, missing under debris in international waters for days, are taken from the explosion site and interred in their respective countries' cemetaries.
It's Just A Game - Contributed by Konania
Remember everybody, it's just A GAME. If someone insults your character, they are not insulting you. Far too many an RP has fallen to OOC bickering because something said was taken personally.
On Diplomacy (slightly edited)... Contributed by United Elias
Diplomacy... (is)... about saying nothing in as many words as possible.
The Cold War... Contributed by Omz
Many people remember the Cold War between the USA and USSR, from 1945 to 1991, right? Of course. Cold War is just another kind of diplomacy --- with a bit of military style.
Cold War is a good way to enjoy a good RP, while also building up, and possibly testing your military. The best thing about Cold War is --- these kinds of RP can last long, and you don't lose military troops and equipments while have a cold war.
Many RPs can also be based on an existing "Cold War" RP, so it is sometmes more fun than the actual war, even for many RPers who likes war (like me).
A Note on Diplomatic Roleplay by Vastiva
Diplomacy is best set forwards by moving forwards, not bogging in trivialities. Overall, this is a game. Posturing is normal. Being a Rules Lawyer or a nitpicker will slay an RP faster then a skunk clears a *cough* Church Social.
On Treaties and International Law
Writing a treaty is no easy task. Therefore it is wise to research before doing so, as arguments can all too easily break out when/if a loophole is discovered by one player/nation, and not known of by the original creator. This can cause both IC and OOC problems - ICly, your nation's diplomats and legal experts would not allow such loopholes to exist, so you can't either.
Ratifying a treaty is, likewise, no light undertaking. Loopholes can be negative to you, just as much as they can be useful to a state wanting to exploit a treaty while appearing politically 'clean'.
Another point to be remembered, with regards treaties and all diplomacy, is that the stated opinion or viewpoint of a treaty, organisation, state, or any entity in the game, may not represent the viewpoint or opinion of the player behind it. IC is IC, and OOC is OOC. I think I said this a couple times already in this post, but it's worth repeating, since it's the most common problem with roleplay. I myself play an extremely arrogant, ancient civilization which believes itself superior to most anyone else.
OOCly, I know this, and am aware that many people find the force of their opinions somewhat... undiplomatic... but social and cultural pressures make the individuals the way they are, as well as their own personalities.
This ties in with what I was saying a little bit ago: although errors made through lack of OOC effort are, really, quite unacceptable (since research is always a critical part of creative writing, which forum-based roleplay is), IC errors are quite different. It's generally a good idea to ask, rather than assume an error is intended or accidental - this, also, can prevent arguments.
To sum up, I point you all in the direction of a quote in the next section. See the second quote there.
On international law...
Many times before I've ICly encountered characters who say something like, "But there is no international law!"
Nor is there, really, in reality. There is no big tome which reads on the cover 'International Law'. Well, okay, there probably is - but it's not official, not really. International law is quite subjective. Nation A says international law is X because it has ratified Treaty Y, but Nation B does not say the same, as it has not ratified Treaty Y. My primary nation, Ma-tek/ICEL, considers international law (generally speaking - there are strong exceptions) to be the consensus of treaties extant, plus it's own 'assumed international laws' - the things it considers so damned obvious that they might as well be paper treaties.
Therefore, really, international law does exist on NationStates. Specifically, it pretty much is whatever the majority of nations (or the most powerful combination thereof) involved in any given matter say - call it auto-democratic international law, if you like, but it's there all the same.
Real-World Diplomacy-Related Quotes
"The business of handling a porcupine without disturbing the quills."
~ Unknown
"When a diplomat says yes he means perhaps; when he says perhaps he means no; when he says no he is no diplomat."
~ Unknown
"Diplomacy is the art of letting someone else have your way."
~ Daniele Vare
"A Foreign Secretary is forever poised between the cliché and the indiscretion."
~ Harold MacMillan
"An ambassador is an honest man sent to lie abroad for the commonwealth."
~Henry Wotton, Reliquiæ Wottonianæ
"Diplomacy is to do and say
The nastiest thing in the nicest way."
~ Bisaac Goldberg
"A diplomat is a man who always remembers a woman's birthday but never remembers her age."
~ Robert Frost
"If they want peace, nations should avoid the pin-pricks that precede cannon shots."
~ Napoleon Bonaparte
"The more we sweat in peace the less we bleed in war."
~Vijaya Lakshmi Pandit
"The direct use of force is such a poor solution to any problem, it is generally employed only by small children and large nations."
~David Friedman
"Everyone's a pacifist between wars. It's like being a vegetarian between meals."
~Colman McCarthy
"The principle of give and take is the principle of diplomacy - give one and take ten."
~Mark Twain
"Be polite; write diplomatically; even in a declaration of war one observes the rules of politeness."
~Otto von Bismarck
"To say nothing, especially when speaking, is half the art of diplomacy."
~Will Durant
"Diplomacy is a disguised war, in which states seek to gain by barter and intrigue, by the cleverness of arts, the objectives which they would have to gain more clumsily by means of war."
~Randolph Bourne
"A diplomat is a man who always remembers a woman's birthday but never remembers her age."
~Robert Frost
"A diplomat who says “yes” means “maybe", a diplomat who says “maybe" means “no”, and a diplomat who says “no” is no diplomat."
~Charles M. de Talleyrand
(EDIT- 'Big' Folk changed to 'Good Folk', added 'Ideas!' section, added Konania's 'It's Just A Game!' thingy, added 'Cold War' section, added Q&A8, finally added Menelmacar's comments (oops), Q8 removed due to repetition of Q2 (whoops!), added Real World Diplomacy-Related Quotes section, contribution by Vastiva inserted in the 'Ideas!' section, added tribute to Dominion of Nathicana as example for especially good diplomatic roleplay, added Q&A9, minor edit, added 'On Treaties...' section)
Q1. Why are you writing this?
A1. I'm fed up with nations proclaiming 'we are gonna attack and send lots of soldiers and it will be nasty', and the like, so I'm writing this to try to achieve what the RP FAQ has to some extent.
Q2. What is diplomacy, and why should I RP it properly?
A2. Diplomacy is, by definition, the act of attempting to 'get something' via the usage of well-structured sentences. There are several accepted methods; the most effective (arguable) and commonly used, however, is the 'carrot and stick' method. IE, I'll give you this - if you don't accept, we won't be happy.
Diplomats generally threaten, cajole, and insult (privately) - but governments/politicians do not, as it loses votes/damages public opinion. And public opinion can be important even to a dictator; what dictator wants a full-blown revolution on their hands over some foreign policy issue?
Q3. How powerful is my nation, and why should I RP my diplomats in accordance with that strength?
A3. If everyone RPs properly, then you can generally tell your national 'powerbase' by how many nations are usually willing to bend to your will. Possibly the best example of a nationstate that uses diplomacy to good effect is the Dominion of Nathicana.
If they don't bend to your will or not bend to your will all the time/none of the time, then generalize; if someone seems to think they're more powerful, but you know that you are, then send telegrams back and forth to simulate 'behind the scenes' wrangling to determine which side is more powerful (diplomacy-wise) - and then RP it accordingly.
Q4. x nation is trying to get me to change domestic policy - but for storyline reasons I don't want to do it!
A4. Not really a question, but still, it comes up alot in play - as I've experienced. If the RP interferes with your plotline, then tell them OOCly, and ask them to remove the offending post - if they won't, then ignore them until they gain the maturity to realise that there are plenty of nations upon which they can exert pressure other than you. Simple.
(EDIT- Alternate answer below suggested by SeOCC.)
Alternate A4. This is not a spectator sport, people are supposed to get involved and change the story. A good RPer is not someone who can write long winded convoluded stories about some hokey character they made up, a good RPer is one who can adapt to whatever people throw at them and still make it compelling.
(EDIT- Next two added by Imnsvale)
Q5. What if someone declares war on me, with hardly any diplomacy?
A5. Then Ignore them, and keep trying to reason with them Nobody goes to war at the drop of a hat.
Q6. Diplomacy is stupid and boring! I don't want to do all that.
A6. Actually, sometimes its way more fun to come up with scathing insults and mock them, that it is to send in 2197195798579875 troops.
(EDIT- Next one added by Good Folk)
Q7. Diplomacy?! Are you kidding me? I can't do all that nicy-nice talk!
A8. Before you freak out at the idea of having to act like a diplomat, realize that every time you talk to anyone else you're using diplomacy. Good or bad, intelligent discourse or mutter under your breath that you didn't mean for anyone else to hear but they did, when it comes to representing your nation, every word is some form of diplomacy. This means, it is something you're already fully familiar with, there's no magic to it, it's analogous to conversing with other people. Taking that analogy further, please remember if you are in a large group of people, and you threaten to kill one of them, you are probably going to be subdued at the very least. Thus your nation isn't likely to do that, either.
(EDIT - added by me)
Q9. Why should I roleplay diplomatic intercourse realistically (meaning ICly, or staying in-character), rather than just doing whatever I, the player, feel like doing?
A9. The point to roleplaying is insinuated in the name. Role-playing. Playing a role. Being someone other than yourself. If you want to roleplay, then you have to act 'realistically' (inside the environmental construct of the story) - not merely on OOC whimsy. If you do not like a player, but your nation and their nation are so similar culturally and ideologically that they could not possibly be enemies, then it would not be in-character to have your nation hostile to theirs - as your nation is not you. I have seen and heard it said that this - whether or not one should merely play themselves inside whatever game structure the roleplaying activity is taking place in - is a matter of taste, but it really isn't. If one does not play a role...one is NOT roleplaying.
Any other questions & answers and I'll add them in!
Diplomacy is the art of gaining the most by saying the least.
Ideas!
From Menelmacar, some general comments on RPing diplomacy
People often make the misconception that diplomacy is always being nice or compromising with the other side. No, it's not. As someone earlier said, it's also the art of saying 'Nice doggy' until you can find a rock.
Or, as it turns out, a gravship fleet.
Bill Clinton once said, "It's no surprise that in Washington when word of a crisis first comes up, the question on everyone's lips is 'Where's the nearest carrier?'" The deployment of military units can be a major factor in diplomacy. If you respectfully request that another nation do something you want them to do, you're probably going to get mixed results at best. If you respectfully request that another nation do something you want them to do, and underscore your current displeasure with the presence of a nearby military unit, you'll probably get better results.
There are all manner of other tools you can use to make a point. Tone of voice, veiled (or overt) threats, storming out of the meeting, whatever. Yes, kissing ass can also sometimes be effective. Other ideas: you could have a naval fleet conduct wargames in international waters, worryingly near to their coast. If you have orbital weapons platforms, a mere shift in their orbits can make a point very effectively. If you are a member of a defense pact, such as SATO or GDODAD, you can go to your allies and ask the alliance as a whole to issue a declaration or resolution in support of your cause. Finally, economic sanctions, particularly ones backed up by other nations, can also work. Like any tactic, your own nation's strength would affect the efficacy of the tactic, as is finding a weakness in the economy of the other nation that can be exploited to great effect.
An example of economic tactics in use was when Freebodnik IV attempted to arrange a multinational boycott of oil being drilled by Menelmacar. Menelmacar's response (once talks failed) was to arrange a similar boycott against Freebodnik IV... the Freebodnik economy depends/depended on garbage imported from other nations, which they used as raw materials for their nanomachinery. Menelmacar offered to these nations to pick up their garbage with vast cargo ships, and dispose of it in the solar corona instead of sending it to Freebodnik; faced with economic ruin, Freebodnik IV backed down.
In short, there are plenty of ways to make a point to a country without having to either kiss their ass or go to war - although, admittedly, they do both have their times and their places. Explore these tools as best you can, and you will find that many more options for role-play open up to you, and that you will have a far more exciting and realistic experience on NationStates.
From Sceptisism, a few ideas on how to 'spice up' your diplomatic interplay:
Make your diplomat in-character. If your nation is tree-hugging, and you're RP'ing relations with someone who mines uranium and has no anti-pollution laws, don't just say "We don't like you cause your mine uranium and that isnt cool for the trees." Say something like "Capitalists dogs! How dare you despoil your natural environment for the sake of profit! Are you really so foolish to believe that we will continue trade with one who so forsakes that which is most important than all else?" Try it. It really is fun!
We are tired of seeing boring, "limp" diplomacy. Spice it up with fiery rhetoric!
From Armestulia, an excellent example of well-RP'd diplomacy:
Diplomacy is hard to make engaging, to be sure - but it can be done. Let me throw up a bit of an itinerary, assuming that the Armustelia province of Orogor has decided to break away and is now trying to increase its military might through outside weapons purchases - albeit, illegal purchases banned by international treaty.
Day 1: Orogor announces their intention to rebuild their nation through military improvements, and makes conscription mandatory. Armustelia begins to question the Orogor moves, and begins to protest when reports from Armustelia intelligence shows that Orogor may be illegally buying weapons on the black market.
Day 2: Orogor denies any involvement in the black market, saying that their purchases are "conventional and legitamite." Tensions between Orogor and Armustelia escalate as the Commonwealth cabinet begins to suggest what has been considered only rumor. Two Cabinet members resign their positions unexpectedly.
Day 3: A convoy of medical supplies to Orogor explodes in international waters. Condolences are offered, but Armustelia expresses concern upon hearing that Orogor naval units have "roped off" the area to all outside sources. No word from Orogor if the explosion was an accident or intentionally caused.
Day 4: A bombshell is dropped - an independant news agency reveals that the ship containing the supplies was, in fact, carrying what appeared to be ICBMs. The information is based on photographs taken from a fairly high altitude, so the results do not appear to be conclusive. Orogor makes no comment, but internal sources say that there is no reason to believe Orogor was buying ICBM components. Armustelia calls for a meeting to clarify recent events.
Day 5: Armustelia protests Orogor actions further when it is learned that the two Cabinet members who resigned on Day 2 had previously had extensive dealings with the OSF (Orogor Separatist Front). One is found dead in his apartment shortly after the announcement, assumed to have committed suicide. The other has gone missing. Armustelia takes a gamble and accuses Orogor of buying weapons illegally, not stating how or why to avoid public criticism. Orogor promptly denies the charge, saying that the explosion of the medical convoy was caused by carelessness and an ill-maintained boiler.
Day 6: Armustelia and Orogor begin to meet over allegations and over the possibility of international efforts to investigate the explosion. The Armustelia delegation expresses concern over recent events, and hopes that despite the rumors, Orogor is not violating international law to get its way. The Orogor delegation, likewise, claims that the rumors have no validity, sticking to the official story given by the Orogor government. Talks break off in the evening for dinner, and things generally go smoothly.
Day 7: Armustelia suddenly is visited by the second resigned Cabinet member, who gives himself up and proceeds to tell that the rumors, indeed, are true - Orogor has been making massive illegal arms purchases without the knowledge of Armustelia, directly threatening the safety of both nations. Armustelia warns Orogor of the seriousness of this, and vaguely threatens to act against Orogor. Orogor, again, denies making the purchases, but the Orogor delegation to talks walk out of the meeting at around midday. Tensions rise between the two nations.
Day 8: After an intense day, Orogor agrees to reopen talks, apologizing for rash behavior. The evening is filled with tense comments, with both sides accusing the other of threatening the well-being of the region through military action and illegal purchases. The talks stall out quickly.
Day 9: A tentative agreement is reached, when Orogor agrees to let international teams investigate the explosion. Armustelia is relieved, and hopes that the matter will be resolved quickly. Talks stall again when Orogor demands increased oil exports from Armustelia - demands that send the Armustelia delegation into a fit of rage.
Day 10: Cooler heads prevail today as the talks continue again. The international teams do not find actual ICBM components, but do find traces of rocket propellant and even explosive agents. Orogor tartly replies that the materials could just have well existed in the engine fuel onboard the ship. Some medicine from the explosion is recovered, amazingly preserved, and as such are sent to Orogor as originally planned.
Day 11: Armustelia seems to be getting stressed by the continued talks with Orogor, and privately many Cabinet members express concern that these actions could lead to a relighting of hostilities in a region already beggared by war. Orogor, meanwhile, announces that they have successfully concluded the first training session for some of their armed forces, stating that they will be ready should foreign invaders enter their land - a thinly veiled reference to Armustelia.
Day 12: Armustelia manages to break another barrier down toward peace when they agree to let Orogor train troops and build conventional forces unmolested. However, they do call for the stop to all illegal weapons trade, which Orogor again denies. Orogor seems to begin to buckle, however.
Day 13: In a surprise turnabout, Orogor admits to having bought illegal weapons, and reveals that the weapons are mostly long-range missiles. Many of the shipments, in fact, have not reached Orogor shores, an unusual discovery. Armustelia and Orogor continue to have heated talks.
Day 14: The matter finally becomes resolved when Orogor and Armustelia jointly agree to a document in which Orogor ceases to purchase illegal weapons, and indeed, sends back or cancels all pending shipments. What illegal munitions Orogor still has are to be destroyed promptly. In return for this, Armustelia will allow continued conventional buildup, and in another surprise, will supply Orogor with surplus Armustelia military equipment. On the heels of this came a revised trade agreement in which Armustelia will increase oil exports to Orogor, but not to such a degree as previously suggested by Orogor. Orogor, meanwhile, will send farming machinery back to Armustelia to revitalize the agricultural sector. The matter is firmly closed when the bodies of many of the medical convoy's crew, missing under debris in international waters for days, are taken from the explosion site and interred in their respective countries' cemetaries.
It's Just A Game - Contributed by Konania
Remember everybody, it's just A GAME. If someone insults your character, they are not insulting you. Far too many an RP has fallen to OOC bickering because something said was taken personally.
On Diplomacy (slightly edited)... Contributed by United Elias
Diplomacy... (is)... about saying nothing in as many words as possible.
The Cold War... Contributed by Omz
Many people remember the Cold War between the USA and USSR, from 1945 to 1991, right? Of course. Cold War is just another kind of diplomacy --- with a bit of military style.
Cold War is a good way to enjoy a good RP, while also building up, and possibly testing your military. The best thing about Cold War is --- these kinds of RP can last long, and you don't lose military troops and equipments while have a cold war.
Many RPs can also be based on an existing "Cold War" RP, so it is sometmes more fun than the actual war, even for many RPers who likes war (like me).
A Note on Diplomatic Roleplay by Vastiva
Diplomacy is best set forwards by moving forwards, not bogging in trivialities. Overall, this is a game. Posturing is normal. Being a Rules Lawyer or a nitpicker will slay an RP faster then a skunk clears a *cough* Church Social.
On Treaties and International Law
Writing a treaty is no easy task. Therefore it is wise to research before doing so, as arguments can all too easily break out when/if a loophole is discovered by one player/nation, and not known of by the original creator. This can cause both IC and OOC problems - ICly, your nation's diplomats and legal experts would not allow such loopholes to exist, so you can't either.
Ratifying a treaty is, likewise, no light undertaking. Loopholes can be negative to you, just as much as they can be useful to a state wanting to exploit a treaty while appearing politically 'clean'.
Another point to be remembered, with regards treaties and all diplomacy, is that the stated opinion or viewpoint of a treaty, organisation, state, or any entity in the game, may not represent the viewpoint or opinion of the player behind it. IC is IC, and OOC is OOC. I think I said this a couple times already in this post, but it's worth repeating, since it's the most common problem with roleplay. I myself play an extremely arrogant, ancient civilization which believes itself superior to most anyone else.
OOCly, I know this, and am aware that many people find the force of their opinions somewhat... undiplomatic... but social and cultural pressures make the individuals the way they are, as well as their own personalities.
This ties in with what I was saying a little bit ago: although errors made through lack of OOC effort are, really, quite unacceptable (since research is always a critical part of creative writing, which forum-based roleplay is), IC errors are quite different. It's generally a good idea to ask, rather than assume an error is intended or accidental - this, also, can prevent arguments.
To sum up, I point you all in the direction of a quote in the next section. See the second quote there.
On international law...
Many times before I've ICly encountered characters who say something like, "But there is no international law!"
Nor is there, really, in reality. There is no big tome which reads on the cover 'International Law'. Well, okay, there probably is - but it's not official, not really. International law is quite subjective. Nation A says international law is X because it has ratified Treaty Y, but Nation B does not say the same, as it has not ratified Treaty Y. My primary nation, Ma-tek/ICEL, considers international law (generally speaking - there are strong exceptions) to be the consensus of treaties extant, plus it's own 'assumed international laws' - the things it considers so damned obvious that they might as well be paper treaties.
Therefore, really, international law does exist on NationStates. Specifically, it pretty much is whatever the majority of nations (or the most powerful combination thereof) involved in any given matter say - call it auto-democratic international law, if you like, but it's there all the same.
Real-World Diplomacy-Related Quotes
"The business of handling a porcupine without disturbing the quills."
~ Unknown
"When a diplomat says yes he means perhaps; when he says perhaps he means no; when he says no he is no diplomat."
~ Unknown
"Diplomacy is the art of letting someone else have your way."
~ Daniele Vare
"A Foreign Secretary is forever poised between the cliché and the indiscretion."
~ Harold MacMillan
"An ambassador is an honest man sent to lie abroad for the commonwealth."
~Henry Wotton, Reliquiæ Wottonianæ
"Diplomacy is to do and say
The nastiest thing in the nicest way."
~ Bisaac Goldberg
"A diplomat is a man who always remembers a woman's birthday but never remembers her age."
~ Robert Frost
"If they want peace, nations should avoid the pin-pricks that precede cannon shots."
~ Napoleon Bonaparte
"The more we sweat in peace the less we bleed in war."
~Vijaya Lakshmi Pandit
"The direct use of force is such a poor solution to any problem, it is generally employed only by small children and large nations."
~David Friedman
"Everyone's a pacifist between wars. It's like being a vegetarian between meals."
~Colman McCarthy
"The principle of give and take is the principle of diplomacy - give one and take ten."
~Mark Twain
"Be polite; write diplomatically; even in a declaration of war one observes the rules of politeness."
~Otto von Bismarck
"To say nothing, especially when speaking, is half the art of diplomacy."
~Will Durant
"Diplomacy is a disguised war, in which states seek to gain by barter and intrigue, by the cleverness of arts, the objectives which they would have to gain more clumsily by means of war."
~Randolph Bourne
"A diplomat is a man who always remembers a woman's birthday but never remembers her age."
~Robert Frost
"A diplomat who says “yes” means “maybe", a diplomat who says “maybe" means “no”, and a diplomat who says “no” is no diplomat."
~Charles M. de Talleyrand
(EDIT- 'Big' Folk changed to 'Good Folk', added 'Ideas!' section, added Konania's 'It's Just A Game!' thingy, added 'Cold War' section, added Q&A8, finally added Menelmacar's comments (oops), Q8 removed due to repetition of Q2 (whoops!), added Real World Diplomacy-Related Quotes section, contribution by Vastiva inserted in the 'Ideas!' section, added tribute to Dominion of Nathicana as example for especially good diplomatic roleplay, added Q&A9, minor edit, added 'On Treaties...' section)