Hello, I'm etranger01 and this is World in Revolution: 1836 Mk. II, the latest installment of the ever-popular World in Revolution series created by Frymonmon and Red Cesar. This game will begin on January 1st, 1836, at the dawn of what will become known as the Victorian Era. The next century is a time of dizzying change, where empires will rise and fall and terrible wars will rage over nationalism and ideology. You as players will take leadership of the nations of this period and, hopefully, lead them through the tumult and the strife into a new, industrial world.
"But, etran," you may say, "what's so different about this 1836 and the other World in Revolution games? Isn't this just a rehash of the original 1836?" I'm glad you asked, forumite strawman! Here are just a few reasons why 1836 is different:
Prestige
Prestige is now the single most important stat in the game. Nations with high Prestige will find it much easier to influence non-player nations, will be less subject to internal strife, and may even receive bonuses in certain contested rolls with other players of lower Prestige, representing the gulf in national pride and international perception. Prestige is also the main determinant of whether a nation is a Great Power, a Secondary Power, or a lowly Civilized Nation, which factors into the number of orders allowed per turn.
A Tighter Focus
Previous WiRs have seen their list of players expand to 30 or 40, which can at times be completely unmanageable. 1836 Mk. II will have just 20 playable nations, guaranteeing that the GM has more attention to devote to each player rather than being divided up among half again or twice that number. As the game progresses, more nations may become available, but I will keep expansion to an absolute minimum in order to streamline game administration.
Everything Is Connected
With the importance of Prestige and the smaller player base, I as the GM will be focused on the consequences of orders and in-character statements. Every order and IC will have the potential to directly affect your nation's Prestige, the national mood of their nation or that of their neighbors, and popular support for the government. Additionally, depending on their content, orders may have secondary effects, either positive or negative. I want to encourage players to consider the potential consequences of their actions and how their actions might be perceived by both PCs and NPCs.
Crisis!
Whereas previous WiRs used the mini-update to keep players abreast of the action between main updates, I'll be shifting the format around a bit. As is the nature of international diplomacy, every so often a crisis will erupt, leading to a mid-turn crisis update. This may be the result of a player order, a historical event, or something wholly new of my own invention. As the famous mistranslation goes, the Chinese word for "crisis" is a combination of the characters "danger" and "opportunity". A crisis update will serve a chance for nations to stake out positions, gain influence, and increase their Prestige, though one misstep may result in unforeseen and severe consequences.
Signup
If you've read all my proselytizing and are still interested in the game, signup procedures are as follows: Every prospective player submits a list of three nations from those listed below, to include no more than one Great Power, in this thread. Signups will remain open for the next week, to give everyone who might be interested a chance to register their interest. Once signups close, I'll take each player's list and use them to determine the roster for the game, largely by metrics of my own design. Once the final roster is compiled, it'll be posted for public notice. The projected date for game start is September 1st, 2013.
Signups are open from now until 11:59 PM EST on Wednesday, August 28th.
The available nations are listed below:
Great Powers
The United Kingdom of Great Britain and Ireland
The Kingdom of France
The United States of America
The Austrian Empire
The Kingdom of Prussia
The Russian Empire
Secondary Powers
The Ottoman Empire
The Kingdom of Spain
The Kingdom of the Netherlands
The Kingdom of Sardinia
The Kingdom of Sweden
The Federal Republic of Mexico
Civilized Nations
The Kingdom of Belgium
The Kingdom of Bavaria
The Empire of Brazil
The Kingdom of Portugal
The Kingdom of Denmark
The Kingdom of the Two Sicilies
The Argentine Confederation
The Eyalet of Egypt
"But, etran," you may say, "what's so different about this 1836 and the other World in Revolution games? Isn't this just a rehash of the original 1836?" I'm glad you asked, forumite strawman! Here are just a few reasons why 1836 is different:
Prestige
Prestige is now the single most important stat in the game. Nations with high Prestige will find it much easier to influence non-player nations, will be less subject to internal strife, and may even receive bonuses in certain contested rolls with other players of lower Prestige, representing the gulf in national pride and international perception. Prestige is also the main determinant of whether a nation is a Great Power, a Secondary Power, or a lowly Civilized Nation, which factors into the number of orders allowed per turn.
A Tighter Focus
Previous WiRs have seen their list of players expand to 30 or 40, which can at times be completely unmanageable. 1836 Mk. II will have just 20 playable nations, guaranteeing that the GM has more attention to devote to each player rather than being divided up among half again or twice that number. As the game progresses, more nations may become available, but I will keep expansion to an absolute minimum in order to streamline game administration.
Everything Is Connected
With the importance of Prestige and the smaller player base, I as the GM will be focused on the consequences of orders and in-character statements. Every order and IC will have the potential to directly affect your nation's Prestige, the national mood of their nation or that of their neighbors, and popular support for the government. Additionally, depending on their content, orders may have secondary effects, either positive or negative. I want to encourage players to consider the potential consequences of their actions and how their actions might be perceived by both PCs and NPCs.
Crisis!
Whereas previous WiRs used the mini-update to keep players abreast of the action between main updates, I'll be shifting the format around a bit. As is the nature of international diplomacy, every so often a crisis will erupt, leading to a mid-turn crisis update. This may be the result of a player order, a historical event, or something wholly new of my own invention. As the famous mistranslation goes, the Chinese word for "crisis" is a combination of the characters "danger" and "opportunity". A crisis update will serve a chance for nations to stake out positions, gain influence, and increase their Prestige, though one misstep may result in unforeseen and severe consequences.
Signup
If you've read all my proselytizing and are still interested in the game, signup procedures are as follows: Every prospective player submits a list of three nations from those listed below, to include no more than one Great Power, in this thread. Signups will remain open for the next week, to give everyone who might be interested a chance to register their interest. Once signups close, I'll take each player's list and use them to determine the roster for the game, largely by metrics of my own design. Once the final roster is compiled, it'll be posted for public notice. The projected date for game start is September 1st, 2013.
Signups are open from now until 11:59 PM EST on Wednesday, August 28th.
The available nations are listed below:
Great Powers
The United Kingdom of Great Britain and Ireland
The Kingdom of France
The United States of America
The Austrian Empire
The Kingdom of Prussia
The Russian Empire
Secondary Powers
The Ottoman Empire
The Kingdom of Spain
The Kingdom of the Netherlands
The Kingdom of Sardinia
The Kingdom of Sweden
The Federal Republic of Mexico
Civilized Nations
The Kingdom of Belgium
The Kingdom of Bavaria
The Empire of Brazil
The Kingdom of Portugal
The Kingdom of Denmark
The Kingdom of the Two Sicilies
The Argentine Confederation
The Eyalet of Egypt