President of California
- Jul 21, 2010
Hello! And welcome to World in Revolution: 1920! The next installment in my ever-popular World in Revolution series! Now, we take a step back from the 19th Century, an Age of Progress, and turn to the 20th Century. Specifically, the events of the world that have taken place directly after the end of the Great War.
The idea of the game is, as ever, simple. You are to take your place as a nation and continue to move it forward through the turbulent times ahead. Because of these turbulent times, players who sign on for a nation shall remain that nation, except in the case of a major regime change, such as a nation turning Communist, or a case in which a completely new leadership would have to be taken into account. This rule can also be extended to Players, who, should they so please, attack a nation with Regime Change in mind, install a friendly regime, one in which would require a new player.
As it stands, this game shall start on January 10th, 1920. This is the date that the Treaty of Versailles officially took effect. While many other treaties happened at this time, it will be assumed that ONLY the Treaty of Saint-Germain-en-Laye is set into stone. The treaties regarding Hungary and Turkey, however, are not set, and can be changed, modified, and redone by the players.
As it stands, the time span of this game is sent to end on the year 2000, a total of eighty years from the game start. With the use of skips, it should be able to jump along quickly when it needs to. While this is not the be all end all date, it is at this time that I will take a vote on continuing the game, and if there is enough support, we shall pursue the game until 2015, and proceed from there if people still wish to play this game.
Rules & Procedures
The rules for this game are fairly simple. You send your orders to me, Frymonmon. Orders will be explained below, as there are several different types for several levels. These orders will be written by myself, Frymonmon.
Each turn shall take the span of an entire year. We start off in January of 1920. These turns shall be the bulk of the game, but there will be other, smaller updated, called Mini-Updates. They may be simple, mundane things, or they may be about large, expansive battles. After every 15 Turns, which is 15 in-game years, I will write a single 5-Year update that helps to re-balance, re-freshen, and revitalide the game at that point. Players will be allowed to send a general plan for those five years, and after that, the game shall take a small week break to let people think those five years over.
Now, for this game, there are a few catches. I shall be rolling a dice on your Orders, (explained below) which will determine how well they turn out. Along with this, the country's population, as well as the various legislatures and other politicians in your country, shall be a problem as well. While you are playing as that country, you only play as the Head of State/Head of Government. I, from time to time, will step in to intervene if something, like the United States selling Florida to the United Kingdom, is about to happen. Your population is also a problem, provided you begin to infringe upon their rights and go against what they wish to. You are free to try and oppress them and keep control of your country, but the implications may be dire for you. World in Revolution is built upon many underlying factors, none of which you should be worried about, as it will all be up to the GMs to deal with. You may, however, ask the GMs for a "Mood of your Nation", in which we will give you an idea of how your population is doing and what they are thinking.
Orders are simple, with a few twists. Orders are determined on relative power of each country. I determine this in the stats themselves, and in doing so, I shall inform the players that they now have a new amount of orders and can use them as such.
When you send your orders to me, you must, at the very least, include the nation name in the subject line when you send me a Private Message here on the forums so I can understand which nation it is coming from.
Cold War Orders: CANNOT be used internally for conventional measures. It must be used only for the procurement of more power and prestige on the international scale. This includes espionage, nuclear programs, rocket programs, and anything (within reason) that could be used to advance the Cold War agenda. This does not mean you can order a naval build up, and army build up, or roads with it. This roll is centred on 7 with a variation of 1.
National Focus Orders: Can be used for anything inside the nation, and only inside the nation. It may not cover military actions, but it could cover military buildup. It is used primary as an order that will not fail, but will not succeed massively either. It's used to ensure that, if you want something done it will get done. It is centred on 7 with a variation of 1.
Normal Orders: Can be used on everything and anything. It is centred on 5 with a variation of 2.5.
War Orders: Can ONLY be used when actively engaged in combat, and can ONLY be used to direct military action against an enemy force, internal or external. Cannot be used secretly or for covert missions. This can only be done through Cold War Orders or Normal Orders.
Orders are always due Friday, 12:00:00 Eastern United States unless otherwise posted.
Tier 1: United States, Soviet Union
Tier 2: Italy, France, United Kingdom
Tier 3: West Germany, East Germany, China, Argentina, Japan
Tier 4: Spain, India, Venezuela, Iran, Egypt, Austria, Ethiopia, Turkey, Indonesia, Brazil, Pakistan, Belgium, Syria, Iraq, Australia, Vietnam, Korea, Saudi Arabia, Nigeria
Tier 1: 1 Cold War Order, 4 Normal Orders, 3 War Orders
Tier 2: 4 Normal Orders, 2 War Orders
Tier 3: 3 Normal Orders, 2 War Orders
Tier 4: 2 Normal Orders, 2 War Orders
Mathrim: International Organisations and Honourary GM of Extraneous Multitudes of Applications.
The IRC Channel is where a lot of discussion takes place, both in character and out of character. It is the true heartbeat of World in Revolution, as everyone gathers to discuss in-game and out of game issues. While it is not mandatory to be on the IRC Channel and to play World in Revolution, it is strongly recommended.
1) Use the link provided above.
2) Choose the Flash app or the Java app.
3) Create a screen name; it’s recommended that you use your forum name, if available.
4) Close the #coldfront channel that opens automatically.
5) In the command box, type “/join #WiR_Main” without the quotation marks.
6) You’re in the chat! Welcome!
Join the Strength of Slavia, a subgame in World in Revolution: 1920 of Yugoslavia, where players can take control of their own character, and play out the internal political situation of Yugoslavia!