The Rules.   Posted by The World Council.Group: 0
The World Council
 GM, 8 posts
Mon 4 Sep 2017
at 04:38
The Rules
A few days later than promised, but here they are!

Politica! is divided into an infinite number of rounds. Each round plays as follows (Basics):

1) An IC thread is posted, presenting a problem that affects the world/continent/region where the nations are located.

2) Nations rp discussions/solutions to problem and each decides on how they will proceed.

3) GM sends each Nation a list of dice rolls to make to determine the results of their actions.

4) Nations rp again the results of their actions.

5) GM Sends out the after-effects of what happened.

Short (undetailed) Example utilizing 6 example nations:

1) There's a drought.

2) Nation 1 decides to wait it out. Nation 2 decides to research new farming techniques. Nation 3 threatens Nation 4 in exchange for food. Nation 5 buys food from Nation 6, who had a surplus from a previous event. Etc.

3) Nation 1 makes a population roll. Nation 2 makes a Tech roll. Nations 3 & 4 make arms rolls. Nation 5 loses wealth. Nation 6 gains wealth.

4) Nations write out the results of their success/failure. Nation 1 failed, and loses some population to the ensuing famine. Nation 2 successfully researched new farming technologies, and they now have a surplus of food. Nation 3 lost to Nation 4, who counter-attacked and defeated the aggressor. Nation 3 loses population or arms. Nation 5 loses wealth, and Nation 6 gains it, losing their food surplus in the process.

5) Nation 1 is required to make pro-population moves the next round. Nation 2 gains a food surplus. Nation 3 is not allowed to threaten anyone the next round. Nation 4 gains arms power. Nation 5 loses wealth, and Nation 6 gains it, losing their food surplus in the process.

In addition to the basic cycle, players have the opportunity to advance their own nations during the larger events of the world (Advanced).

One major event each cycle has a mandatory response (and which may or may not be the same for everyone).

At the same time, a number of smaller events or opportunities that nations may respond to (limited by action type or resources or narrative flavour) also occur. For these smaller events not everyone would be aware necessarily, or be able to respond.

Expanding on the earlier example: Nation 1, 3 and 6 share a border and are experiencing issues with bandits; Nation 4 and 5 suffers storms along their coast; and Nation 2 has internal reports of rebellion in one of their provinces

Players are also allowed one 'roll' that is not event-driven (again, limited by the same things as the smaller events above) where nations have the freedom to develop their own flavour and resources.

Expanding once more: Nation 1, by not responding to the threat of drought, has resources to put the foundations of their road improvements in place, whereas Nation 2 is entirely focused on their research. Nation 3 and 4 both opt for improvements in their military equipment, expecting a long drawn-out war. Etc

Nations that choose to put aside their differences and work together may find benefits or disadvantages that occur from their uneasy alliance.

Example: Nations 1 and 3 decide to work together against the bandits, which causes Nation 6, which refused to cooperate, to take the brunt of the damage from bandit attacks.

In the process of working together, however, Nations 1 and 3 both loose some of their natural Luck. (Each nation going down by one dice value).

Negative effects from cooperation will occur at a 50% chance, meaning that while beneficial, cooperation still carries a risk to it.

How does one win or lose?

If a nation has 3 or more of its stats reduced to d30, it is eliminated. The player will not be able to take part in the current round. They may then return with a nation with the following stat spread: d20, d10, d10, d8, d8, d6.

If a nation reaches 3 or more d4 stat scores (or all 6 stat scores at a d6), they win! All nations will be reset and a new game will begin.

What about skills?

All nations start out without any skills.

Skills in Politica! are used to represent resources that a nation gains over time, such as a police force, surplus food, or wealth.