It is essentially up to you. Realistic in my repertoire is a very vague definition; It can be realistic because everything is exactly the same as it was in history as when you are writing an AAR. It can still be realistic if its alt-history since just a simple point of divergence can change history (say the French win the Franco-Prussian war of in the 1870s) but much of the people and the technology stays the same, which would be in my book realistic. It can also be that everything about the people and the history is different but it is identical to our modern world in essence of technology and civilization.
That makes a fair bit of sense to me, thank you. It is actually giving me a bit of a reason to not go with the mobility doctrine, or at least, not fully with the Commune of France since if I look at it from a realistic perspective; the main advocate of armoured warfare in France after the First World War was De Gaulle who in the KR timeline is a member of National France. I don't think Paul Le Gentilhomme, who is positioned as his replacement in the Commune, would come up with the theory alone and I can't find anything to suggest he was particularly interested in tanks OTL (if anyone knows better, please correct me)
The main reason France lagged behind in appreciating the mobility of armoured warfare in OTL, in the words of a member of the general staff in 1940, was that having used them to win the First World War they thought they knew all the problems and limitations, whereas the Germans approached them with a sense of novelty. In this timeline, France
lost the war with tanks; they are, in a sense, a discredited tool of war that would require an even bigger imaginative leap to introduce them as the spearhead of the mobility doctrine. I'd expect that to emerge possibly in KR Russia, but less so in the Commune and certainly not in Germany.
Instead, I think I will develop a more realistic gradual development towards the mobility doctrine; starting from the baseline of the firepower doctrine faced with the French disadvantage in manpower compared with Germany's bigger national pool and its potential allies. In-game, the way I'd approach it is probably with a strong modern infantry army to overwhelm immediate Belgian-German defenders combined with paratroopers to take the German-controlled bank of the Meuse river before they can fortify it and a large mobile arm of cavalry/motorized infantry equipped with light tanks to quickly reinforce them supported by bombers.
That could be the way they gradually evolve their own mobility doctrine in the story; they know how armies are
supposed to fight but they also know that they will lose if they confront Germany in the same way they did it in the First World War. So they improvise with different things that eventually lead to a de-facto mobility doctrine coinciding with when in-game the Firepower doctrine unlocks tank divisions. My main POV guy, who like the replacement for De Gaulle, has no OTL reason to know that much about tanks could thus take the stage as someone who thinks outside the box to solve some of these problems rather than a tank pioneer.
If it is annoying using too many screenshots then I would take notes. I do that and for example: I use google drive/documents and take notes for the main country I am playing but also try and keep notes about what happens on each continent as the game progresses. These could possibly be however detailed one would like to have them or however vague one would like. Just use them however they suit your needs.
Good idea, along with saves after every important decision, screenshots of stuff I think is interesting, and some notes; that should be pretty comprehensive.
Off the back of this, to set up the scenario that would become Echoes of a New Tomorrow, I took the game events as a skeleton: massive late-stage-Vicky communist revolt; institution of a British dictatorship of the proletariat; massive overhaul and modernisation of British interwar society; successful counter-revolution just before the game's end. Because I was far more interested in telling the story of a Left Britain than of a five-year commune, I shaped the counter-revolution into a reactionary coup-by-stealth from within the Left bloc, ending up with a bastard socialist British state. From here, I didn't really need Vicky; my own imagination took over and I started assembling a list of characters (historical and otherwise) and pulling together sources and all the rest.
Thank you for sharing this, that sounds a lot like what I am thinking of doing with the Commune of France! As I said in my previous post, in KR, the Commune of France is split between four Socialist factions; The Orthodox-Syndicalists, the Anarchists, the Sorelian National-Syndicalists (Fascists), and the Leninist-Communists. If the latter come to power, they have an event chain to essentially purge the Commune from the other factions, but if the Sorelians do, they only immediately purge the Communists while leaving the others alone with something of a rather ambiguous event chain at the end of the war hinting at a move towards lessening wartime emergency totalitarian powers or cementing the dictatorship. I've often found this endgame phase interesting.
In the opening events of the game, the Orthodox-Syndicalist & Anarchist coalition falls apart due to the former's impotence against the German Empire's suppression of the Syndicalist organisations in its territory. In that environment, it would make narrative sense for the moderate factions to lose out to the extreme ones; the Sorelians and the Communists. The Anarchists and the Orthodox-Syndicalists, like the German conservatives, have more to fear from the Communists than the Sorelians (the former are more likely to purge them in the in-game events after all) and thus would be more open to compromise with them even if it means becoming the junior partners of a Sorelian regime. I could write it as a close election decided by their support to the Sorelians.
The practical work of this sometimes just amounted to in-depth Wiki trawling. Sometimes I'd find historical political documents or read second-hand material. The CPGB 1928 manifesto was invaluable in being able to imagine how a British Commonwealth might be organised a decade after the Great War, so for the French example you could try the PCF – or frankly just use English-language stuff and apply it to France. (The beauty of vanguard parties at this time is that they all tend to look the same under the bonnet…) Often I tend to work by analogy: some elements of my Commonwealth are CPGB, a lot are proto-Keynesian, a few things come from the Estado Novo in Portugal… more than a few things actually come straight from OTL post-war Britain. It's a real mongrel, but (I hope) it all hangs together by a basic internal logic that sort of triumphs over "realism".
Good idea; I don't have access to the full range of the French content due to the language barrier, and that would be one way to fill in the gaps.
The level of work can vary: some great AARs are basically just the author telling us what happened in the game, others are carefully crafted stories that allow us to revisit history or a glimpse into the future. Try not to get too hung up on what other people are doing, and focus on your own work, as it's what you can absolutely control! As Densley just mentioned, the writing is more important than the absolute accuracy and faithfulness to actual events. If you write authoritatively and keep things grounded (see my AAR for a counterexample of "realistic" masquerading as a good yarn), most people would probably give a read anyways.
I'll be sure to give it a read! Thanks!
I read quite a bit, of all of the various types, but as long as the author has put forth the effort, I make the effort to enjoy it. Certainly, this could be most adequately reflected by my own current AAR: Everyone knows what's going to happen, it seems; everyone believes that the end is a foregone conclusion. Because of my writing, however, they remain relatively engaged.
That is good to know, I think where I'll go with mine will become pretty obvious but I do hope to make the journey more interesting than the destination.
Or even
The SolAARium, which never really gets resurrected these days but (I don’t need to tell you this, of course, but for others) it is a real gem of a resource. So much good discussion in that thread.
First and foremost, I would suggest you take a dive into
the fAARq linked in my signature and found in the sticky area of this subforum. There is A TON of good advice on this and more. [....] Finally, and in a more general sense, the advice I always give is to just start writing and posting. You won't know what works and what doesn't (for you) until you make the leap and try. We are all very accepting and appreciative, to be sure! Good luck!!
Thank you both for directing me to these resources, they look very useful. I did think to start work immediately on a short experimental AAR based on my current game (which I started without any plan to make an AAR of it and thus have no screen shorts) with a semi-humorous story about German Special Forces and their nefarious French counterparts as they each try to sabotage the other's nuclear programs. I am now thinking more of one with the Commune of France, but I might start with this just to get my sea-legs so to speak. Who knows, perhaps starting from a later date will be a fresh take as opposed to starting from the 1936 baseline.