Fairytale Diplomacy
May 2, 2012 19:40:42 GMT -8
Post by JW% on May 2, 2012 19:40:42 GMT -8
The world of Twiliss is a magical realm. It is a world of magic, of witches and wizards and fairy. But magic alone does not bring peace to the world. Peace can only be achieved through two means... bloody conquest... or Diplomacy.
~~~~~~~~~~~~~
I'm keeping things loose here, but this RP is to be played on two levels.
The first is the personal level. You play as diplomats, rulers, or representatives for your respective kingdoms. Character sheets will be pretty basic:
Name:
Appearance:
Kingdom they represent:
Reason for representing their country:
Biography and Personality: (keep it brief)
Additional Notes: (as needed)
The second level is the kingdoms themselves. You're playing as the ruler of the kingdom, you control how it moves it's armies, and if you'd like, you can re-pick the colors(check the map, the color choices are kinda bland, the Peach colored provinces are neutral or too small to resist, choose one of the colored ones).
Name your kingdoms provinces. There should be about six of them.
Describe the terrain and people of your kingdom.
Describe your armies. And given that this is a magical world, it could be that your army is a single massive flying island full of wizards, or perhaps a demi-god that strides across the land.
The catch is that the map is going to be used as a game board, and the rules of Diplomacy, the board game by Avalon Hill/Hasbro. That means all the armies are of the same strength, and in a one on one fight, the army who is defending always wins. The trick to winning: have an ally to support your army... and trust them enough that they won't stab you in the back by supporting the guy you're attacking.
For complete rules, there's a pdf you can use: www.wizards.com/avalonhill/rules/diplomacy.pdf
But the basics are Armies can only move one province per turn. Only one Army can be in a province at any time. An Army can add it's strength to another if it is in an adjacent province. At the end of each even numbered turn the province your army is stationed on is conquered and becomes part of your kingdom. At the beginning of each odd numbered turn you count the number of Supply Points(the red dots) under your control, and can spawn new armies if you hold more Supply Points than you have armies.
One slight change to the standard rules is that we won't be dealing with naval units or convoying. Every Army can move across the sea just as if it were land(maybe your armies fly... maybe they just hired a boat... whatever it should simplify things).
At the end of every turn, everyone should PM me their kingdoms orders, writing out what their armies are going to do that turn. I reveal the outcomes, and then it's back to RPing your diplomats who react to the movements until everyone has worked out their orders for the next turn.
So... what's your kingdom? Who does it trust?
~~~~~~~~~~~~~
I'm keeping things loose here, but this RP is to be played on two levels.
The first is the personal level. You play as diplomats, rulers, or representatives for your respective kingdoms. Character sheets will be pretty basic:
Name:
Appearance:
Kingdom they represent:
Reason for representing their country:
Biography and Personality: (keep it brief)
Additional Notes: (as needed)
The second level is the kingdoms themselves. You're playing as the ruler of the kingdom, you control how it moves it's armies, and if you'd like, you can re-pick the colors(check the map, the color choices are kinda bland, the Peach colored provinces are neutral or too small to resist, choose one of the colored ones).
Name your kingdoms provinces. There should be about six of them.
Describe the terrain and people of your kingdom.
Describe your armies. And given that this is a magical world, it could be that your army is a single massive flying island full of wizards, or perhaps a demi-god that strides across the land.
The catch is that the map is going to be used as a game board, and the rules of Diplomacy, the board game by Avalon Hill/Hasbro. That means all the armies are of the same strength, and in a one on one fight, the army who is defending always wins. The trick to winning: have an ally to support your army... and trust them enough that they won't stab you in the back by supporting the guy you're attacking.
For complete rules, there's a pdf you can use: www.wizards.com/avalonhill/rules/diplomacy.pdf
But the basics are Armies can only move one province per turn. Only one Army can be in a province at any time. An Army can add it's strength to another if it is in an adjacent province. At the end of each even numbered turn the province your army is stationed on is conquered and becomes part of your kingdom. At the beginning of each odd numbered turn you count the number of Supply Points(the red dots) under your control, and can spawn new armies if you hold more Supply Points than you have armies.
One slight change to the standard rules is that we won't be dealing with naval units or convoying. Every Army can move across the sea just as if it were land(maybe your armies fly... maybe they just hired a boat... whatever it should simplify things).
At the end of every turn, everyone should PM me their kingdoms orders, writing out what their armies are going to do that turn. I reveal the outcomes, and then it's back to RPing your diplomats who react to the movements until everyone has worked out their orders for the next turn.
So... what's your kingdom? Who does it trust?