
Current Players: 17/20
Introduction
Welcome to Springtime of Nations, the game of alternate history and organized chaos. In this game, you'll take a notable figure in revolutionary Germany and plot a course through a tumultuous period of political and social change. While many previous games have focused strictly on the political and military fields of endeavor, Springtime of Nations intends to simulate other aspects of Victorian life, including industry, bureaucracy, intrigue, scientific advancement, and cultural change. As such, the game includes opportunities for characters of many different stripes to thrive, advance, and forward their agendas. In order to accommodate the variety of characters, there are several stats being used to track their abilities and traits. These stats will largely be kept out of sight, but they will play an essential role in task and conflict resolution.
The game begins on September 1st, 1849. A cease-fire has been declared between the revolutionary forces of independent Germany and the reactionary armies of Austria and Prussia following widespread revolts, looting, and chaos. Rather than bring their full might to bear against the German revolutionaries, the Austrian and Prussian armies found themselves hamstrung by well-coordinated revolutionary action within their own countries, including full-scale revolts in Poland and Hungary. Following stunning military success by the revolutionary forces along the Weser, Austria proposed a cease-fire, which was in turn accepted by the Frankfurt Assembly and the other German states. While revolutionary Germany is independent and free of foreign armies at the moment, it remains an unorganized and unrecognized state reeling from recent (and ongoing) unrest and lacking a coherent policy on how to move forward.
Rules
Rule 1: The GM is always right.
Rule 2: The only person with whom you are required to be honest and forthright is the GM.
Rule 3: Your character is allowed to attempt any action.
Rule 4: However, you cannot state or determine the consequences of that action without GM approval.
Rule 5: For every action, there is a consequence.
Rule 6: You can only play one (1) character at any time.
Rule 7: New rules can always be arranged.
Signups and Character Profiles
To submit a character to the game, first apprise yourself of the in-game situation. Then head over to the signup thread and follow the rules there. Once you've received final approval, post your public profile and then join the game. Anything posted in the signups thread is considered public knowledge (except GM postings).
Gameplay
Each player character will be assigned a set of statistics corresponding to their roles and backstories. The principal stats in the game are Statecraft, Warfare, Management, Cunning, and Education, each with specific areas of utility.
Statecraft: Force of personality, negotiation, legislative ability, bourgeoisie affinity.
Warfare: Strategy, tactics, logistics, military affinity.
Management: Bureaucracy, business, managing enterprises, financial affinity.
Cunning: Spying, slander, underhanded tactics, street affinity.
Education: Academic knowledge, philosophy and poetry, scientific acumen, cultural affinity.
Additionally, each character will have their own values of Prestige and Influence; Prestige represents a character's prominence or notoriety and is used as a modifier to public actions, while Influence represents a character's personal connections and is used as a modifier to private actions. Prestige and Influence can be gained and lost through performing actions and spending resources. A player may take a public stance with their Prestige and then undercut it with a private action using their Influence, or vice versa. It is possible to gain Prestige by spending Influence and vice versa. It is possible that losing Prestige will result in a loss of Influence and vice versa. Finally, each character will possess Wealth, which they can spend for a variety of purposes, and may also possess property, businesses, or a military command, though there are other options as well.
To-Do Lists
Gameplay will proceed on a seasonal basis, with each two-week out-of-game period corresponding to three in-game calendar months. Players are expected to submit a to-do list for their character during each two-week period by the listed due date. To-do lists may have up to three (3) action orders and one (1) flavor order, each no longer than a medium-length sentence. Action orders represent meaningful tasks that might or should have an effect on the overall course of the game or a character, while flavor orders simply represent things your character does outside of work that have no immediate relevance to the game itself. Good flavor orders may result in a bonus.
To-do lists with less than three action orders will receive a bonus (relative to the number of omitted entries) to reflect the concentration of effort and resources on fewer tasks. Following the due date, there will be a public update posted in the thread along with private results provided for each player. Public updates will reflect common knowledge within the nation, including public events, while private results will provide direct, specific knowledge or consequences garnered by player actions. Public updates may not fully or partially reflect the objective state of the nation or the actions undertaken. Players are permitted to disseminate their private results, but are also permitted to falsify, stretch, or act in a deceptive fashion regarding these private results. At no time will the GM disclose or confirm the veracity of private results except as the consequence of a successful action, and then only privately.
Actions
Actions are carried out by leveraging statistics and/or resources in order to create a desired end. Action orders are submitted to the GM via private message; each order should be marked either PUBLIC or PRIVATE to determine the visibility of the order. Depending on the action and the context, an order may be more likely to succeed if it's public rather than private, or vice versa. Additionally, public orders are modified by Prestige, while private orders are modified by Influence. The GM will determine the relevant stat to govern the order, modify it with the relevant Prestige or Influence value, introduce a random element, and then resolve the order with any gained bonuses, penalties, or costs. At no time will the GM disclose how an order was resolved unless he deems it necessary to improve player functionality within the game.
Cooperative Actions
Any player may designate part of their to-do list as "Cooperative" in addition to the usual "Public" or "Private" tags, along with the name of the character(s) with whom the order is being performed. Cooperative orders allow characters to pool resources and put additional weight behind their an order. How each player chooses to cooperate is entirely up to them. These orders can be used for larger efforts that require multiple contributions, including the establishment of a new business, lobbying the government for legislation, and/or committing foul and unspeakable crimes in the dark of night. As a general rule, a well-coordinated cooperative order is more effective than several similar individual orders, though one inept conspirator could well ruin everything.
Ongoing Actions
Any player may designate part of their to-do list as "Ongoing." If so, the order will not resolve immediately, but will instead be put toward an extended effort designed to pay off later. Since each turn only lasts three months, players may decide to engage in larger endeavors to which they want to devote continual attention. While a single order with an extended wait prior to resolution is still viable, allocating multiple orders will generally give the character greater control over the order's development and have a greater effect. Ongoing orders could be the development of financial assets, the infiltration of an organization, or building a political organization that can function on a national level.
Information Requests
In addition to the actions performed during each game period, players may also contact the GM via forum private message to ask for information regarding the state of the nation or about your character. Information checks will be performed according to the character's stats, position, and other relevant contexts. Any information provided to the player is subjective and private; the GM will not disclose those results or confirm their veracity except as the consequence of a successful action. Players are therefore free to falsify any information acquired. The GM will never disclose any underlying numbers from the stats system, including those of your own character, save for those numbers posted as part of the public update.
Character Retirement
Sometimes, characters die, are rendered unplayable, or simply complete their agendas. If that's the case, you can send the GM a private message on the forum requesting character retirement. This decision is irreversible; once retired, a character is out of the game unless special permission is received from the GM. At that point, the GM will determine whether the character is considered to have retired honorably or to have retired dishonorably.
An honorable retirement is just that: the character has completed their career with distinction and goes on to their just reward. Your next character will receive a positive legacy trait, representing their predecessor's success. You may also declare your next character their heir and decide whether the character's inheritance is temporal, represented by Wealth and resources; or spiritual, represented by prestige, influence, or even another trait. The GM will determine the scope and makeup of the inheritance. The justification for this inheritance should be included in the new character's Background. Feel free to get creative.
A dishonorable retirement follows a character being discarded or killed off following an ignominious showing, public disgrace, or other negative circumstances. If so declared, then your next character will receive a temporary negative legacy trait, representing the stain left by association; this trait, unlike the honorable legacy trait, can be removed through time and circumstance. Your new character is still entitled to temporal or spiritual inheritance, as above.
Under special circumstances, the GM may declare a mulligan. In that case, the character is simply replaced by another character or removed without legacy or inheritance.
In-Character Posts
Players are free to post in-character; while these posts may affect orders (with bonuses or penalties), they do not substitute for orders and have no effect without orders. Public orders with in-character posts justifying them may be more successful than orders without them. Players are encouraged to remember that their characters do not (usually) exist within a central location and are not necessarily physically present to respond to other players' public posts. With that said, all public actions are public knowledge.
Chatroom Policy
You're free to come in and chat with the other players in #WiR_Main on irc.coldfront.net. I'll be there most of the time, but any game requests have to go through the forum PM system.
Last edited: