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Author Topic: Roll to Negotiate: A Diplomatic Adventure  (Read 2094 times)

Flarp

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Roll to Negotiate: A Diplomatic Adventure
« on: February 02, 2014, 09:51:48 pm »

ROLL TO NEGOTIATE:
Peace under the Ash

It's 2041, and the Second American Civil War is winding down.

Twelve years ago, in the autumn of 2029, the Yellowstone Supervolcano underwent the most violent geothermal eruption ever seen in human history. The Rocky Mountains were blanketed in in rock and debris, while the High Plains and the American breadbasket of the Midwest were rendered barren by the sunless skies. The Federal Government, which had devoted much of its disaster-preparedness toward mitigating the wild hurricanes savaging the East and Gulf Coasts, was utterly unable to cope with such an enormous catastrophe in the heart of the country. American hegemony vanished almost overnight as the armed forces were pulled in from around the world to assist, to varying degrees of success. The West Coast, cut off from the central government in the east, received the bulk of military aid, with the Mountain West left to languish under the ash. During the scramble to maintain basic law and order in the nation's population centres, economic productivity and civilian life were brought to a near-standstill. With the sun's light blotted out over much of North America, the winter of '30 was extraordinarily harsh, and several million died from starvation and exposure over the following months.
 
War broke out swiftly and unexpectedly. Riots erupted in the darkened cities of the Rockies and Southwest, some lasting for weeks or months, and the already-fragile governments of many states collapsed - their revolutionary successors immediately declaring secession from Washington. When summer brought a vicious storm to the Gulf, the Southern states followed suit. Texas broke apart, martial law was declared in Florida, and by the end of 2030, nearly half of the United States of America were in open rebellion. The country's diplomatic prestige vanished; conflict spilled over into other countries as the global system struggled to cope with the sudden disappearance of the US from the world stage.

That was eleven years ago. Since then, a series of new governments have claimed control over different portions the former territory of the US - the Old States, as they're known today. The Cascadian Convention, demilitarized and cosmopolitan, holds sway over the Northwest and courts a resurgent and reunified China, while the Sovereign State of Southern California brokers relations with an unsteady Mexico. The New Union, comprised of those states which bore the brunt of the disaster, stretches from Montana to Chihuahua, and claims large portions of the Midwest. The Federal Government of the United States, now better known as the Federal Remnant, nominally holds much of the northeast, but enjoys uncontested control only of a small sliver of land surrounding the Chesapeake. The vast expanse of Texas remains politically fragmented, torn between the Union, Mexico, and the Free States, a confederation of southern states roughly coterminous with the old CSA, who draw their economic power from the many ports along the Gulf Coast. Alaska, uncomfortably close to a militant Russia, willingly transferred its sovereignty to Canada - whose government has served as the perennial arbiter of the decade-long conflict. The center of the country, from Kansas to Ohio, has changed hands many times, and has been reduced to an infertile warzone, with the Open City of Chicago being one of the few oases of civilization in the devastated Great Lakes region.

Necessity has forced the development of many new technologies, both military and civilian. Because US military hardware and personnel - including the nation's nuclear arsenal - were unevenly distributed amongst its successor states, outright use of existing massively-destructive weapons was ruled out from the beginning of the conflict. The Dakotas, center of America's burgeoning drone industry, were one of the earliest hotspots of the civil war, and automated factories sprung up in every region as the war became increasingly roboticized. Where the Union had drones, the Federal Government retaliated with electromagnetic strikes, sending large portions of the country back into the nineteenth century. The Free States enthusiastically pursued a biological weapons program, initiating a series of pandemics across the nation. Cascadia, holding Silicon Valley for much of the war, instigated a brutal campaign of cyberwarfare, preferring to discredit and defame their enemies rather than outright destroy them. Southern California, as one of America's few remaining functional cultural centres, waged a fantastically successful propaganda campaign. Nearly every region researched new means of agriculture, as the entire continent faced an unprecedented food crisis. The United Nations, having fled a flooded New York for Brussels, Belgium, has lobbied aggressively for foreign intervention in the conflict, but has met with little success.

In recent months, the Union has forged a series of alliances with most of her rivals, save the Remnant, and launched an aggressive two-pronged offensive on Washington, with ground support from the Free States. In an effort to prevent a bloodbath, Canada, with assistance from some UN troops, has occupied an anarchic New England to force the various belligerents to the negotiating table at a Peace Conference in Toronto.

That's where you come in.


What's going on here?

It's Twenty Minutes into the Future, and you're in the Divided States of America. Each of you are diplomats sent on behalf of one of the new states of North America. Your goals vary wildly, and most of them are incompatible with one another, but the only alternative is massacre without end - so here you are.

How does this work?

Below, you'll see a character sheet form. It's very simplistic, but the choices you make will determine what you (and your home state) want out of the peace conference, and how much clout and diplomatic prestige you have to achieve it with. Each motion is voted on by the entire assembled diplomatic corps - there are many more diplomats at this conference than there are players, so this "vote" is represented by a d6 roll.

1 or less: The motion is rejected out of hand. Your state's Prestige drops by 2. If your roll is modified to be less than 1, your Prestige drops by 3 instead. Your nation may have Powers stripped.
2: The motion is rejected, and your state's Prestige drops by 1.
3: The motion is considered, with many qualifications. You can deny the new motion on your next turn, and suffer -1 prestige.
4: The motion is considered, with some qualifications. You can deny the new motion on your next turn, and suffer -1 prestige.
5: The motion is adopted, and your state's Prestige increases by 1.
6 or higher: The motion is adopted enthusiastically. Your state's Prestige increases by 2. If your roll is modified to be greater than 6, your Prestige increases by 3 instead. Your nation is very likely to gain a new Power.

When you post, you may either outline a motion to propose or a power to use, or both in some cases, and roll a d6. This is the raw roll and does not immediately indicate the motion's success or failure. Other players then post with other motions, and you are free to make fluff posts commenting on the proposals, or use an appropriate power if you haven't yet done so that round - however, you may propose no more motions.  After a time, I will make a post adding up the motions' rolls, their proposing nations' prestige, and the plausibility I have determined for them. Their final value, as on the scale above, determines their fate, and the round ends as Prestiges are updated and new powers are distributed. If the final roll for a motion proposed by your nation is a 3 or a 4, you may, on your next turn, deny it before making a new motion.

If you are posting for the first time, include a character bio, using the sheet below.

Motions are the primary action you may take on your turn. There are no strict rules for the motions that may be proposed, but unilaterally demanding concessions may result in your motion having a low Plausibility value (see below). A successful motion likely includes an offer to one or more other state.

Prestige is an attribute held by all playing nations/states, starting at different levels for different nations. If multiple players hail from the same nation, they share a Prestige value. Prestige acts as a modifier - Prestige/3, rounded down, is added to your d6 rolls. Prestige is raised or lowered by your rolls, as above, and can also be modified by some special powers. If you have a high prestige value, you can propose less-plausible motions with a higher chance of success.

Plausibility is the other modifier on dice rolls, and acts much like a circumstance bonus. Many actions have a plausibility of 0 - i.e., their plausibility does not modify the roll at all. However, motions that are very unreasonable ("Southern California demands control of the entire West Coast") may have a negative plausibility, and very forgiving motions ("The Free States offer Mexico the whole of Texas in exchange for a trade deal") may have positive plausibility. Except in extreme cases, plausibility will range from -3 to +3. If you make a motion offering something your state does not possess, it will very likely have a negative plausibility. Proposing high-plausibility motions is a good way to recover from low prestige.

Powers are special actions you can take on your turn. Powers usually replace the chance to make a motion, but some powers can be used alongside them. Some states, especially those with low starting prestige, may have access to some powers at the beginning of the game, but most powers are obtained from successful motions. Powers may require a d6 roll, or may not.

THE STATES
New Union
Spoiler (click to show/hide)
Cascadian Convention
Spoiler (click to show/hide)
Sovereign State of Southern California [SSSC]
Spoiler (click to show/hide)
Free States
Spoiler (click to show/hide)
Federal Remnant
Not available for diplomats yet.

Open City of Chicago
Not available for diplomats yet.

Character Sheet
Spoiler (click to show/hide)
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He views any show of emotion as offensive, sees introspection as important, values self-control, and strongly believes that a peaceful and ordered society without dissent would be best. He believes that mastery of a skill is one of the highest pursuits, values nature, and finds romance distasteful. He holds well-laid plans and shrewd deceptions in the highest regard.

GreatWyrmGold

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #1 on: February 02, 2014, 10:28:16 pm »

The West Coast, cut off from the central government in the east...
Wait what? How the hell does a single ash cloud cut half the country off from the other half? Especially in this era of airplanes, satellites, and Internet?
And while I'm at it, if this is bigger than Krakatoa, how was only the Midwest affected? That kinda of crap should be causing a worldwide Year (minimum) Without a Summer.

Quote
...and several million died from starvation and exposure over the following months.
Where does exposure enter into this?

Quote
War broke out swiftly and unexpectedly.
Really? Wow, they must suck at expecting war.

Quote
Texas broke apart...
Seems like that would be the state likeliest to stick together.

Quote
Since then, a series of new governments have claimed control over different portions the former territory of the US...
Kinda surprised no one else tried to seize bits of the US. Mexico and Canada, if no one else.
And North Korea, but they wouldn't succeed. Because they're a tiny country that no one likes.

Quote
The center of the country, from Kansas to Ohio, has changed hands many times, and has been reduced to an infertile warzone...
How? Unless people started nuking the most fertile land in the US, there's no way that would happen--and if they did, it would still bounce back. The fact that Chernobyl isn't visited by humans more than balances out remaining radiation, which is higher than the aftermath of an atomic bomb because pretty much all the fissile material in the bomb...fizzes? immediately, leaving relatively little long-term radiation. Point is, unless they salted and glassed the Midwest it should still be fertile.

Sorry. You just seemed trying so hard to take yourself seriously. I'll read the rules and get back to you.
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GreatWyrmGold

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #2 on: February 02, 2014, 10:29:39 pm »

Well, um.

I was a bit questionable about wanting to join, but if I was I'd definitely like to be the Open City of Chicago. So please let me know when they join.
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DarkArtemisFowl

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #3 on: February 02, 2014, 10:44:20 pm »

-snip-
Oh Jeegus, you've gutted his story with no mercy.
On the other hand, I pretty much did the same thing to PkGamer's RtD a few months ago, so I have little room to talk.

Spoiler (click to show/hide)
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GreatWyrmGold

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #4 on: February 02, 2014, 10:49:55 pm »

-snip-
Oh Jeegus, you've gutted several of the details of his story with no mercy.
FTFY.

The man core is still acceptable. Anarchy in case of supervolcano is likely, if we survive the ensuing darkness.
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Superblackcat

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #5 on: February 02, 2014, 11:16:37 pm »

Name: Jing Lu
Gender: Male
Age: 20
State: Cascadian Convention
General Bio: Jing Lu was born in Seattle, Washington, and was only 8 when the disaster struck. He knew somewhat of what was happening, and his parents got him on the first ship to China, where he would find his grandparents. After 12 years of study in China, he graduated from one of the most prestigious schools in China. Then, he set his goal to help restore the states now known as "The Cascadian Convention", and if possible, combine them with China. His parents may still be alive, however they only had enough money to send him on the ship.
Personal Goals: Find his parents, Combine the Cascadian Convention with China.
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Superblackcat

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #6 on: February 02, 2014, 11:18:44 pm »

Arggh GWG, assume it could happen, no one here is writing non-fiction. If you really can't accept it. This is on a planet 'Earth' far far away, that happened to have all the same develop as our planet, and the physics work slightly different.

(I know ^ was just total contradiction, but whatever.)
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DarkArtemisFowl

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #7 on: February 02, 2014, 11:19:36 pm »

Arggh GWG, assume it could happen, no one here is writing non-fiction. If you really can't accept it. This is on a planet 'Earth' far far away, that happened to have all the same develop as our planet, and the physics work slightly different.

(I know ^ was just total contradiction, but whatever.)
Don't worry about it, it's just GWG being GWG normally.
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Flarp

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #8 on: February 02, 2014, 11:41:25 pm »

Ugh, it's too late for me to edit in six separate quote pyramids. Just pretend I did.

So, thanks for pointing out some holes, but it is a little depressing for the first post to be a line-by-line analysis of what I did wrong. :|

Also, I didn't include much exposition about events outside of North America, because that's just outside the scope of this game.

While it was very possible, after a month or so, for individual personnel to get to the West Coast by circumnavigating the planet in a plane, this is an extremely costly way to get large numbers of administrative government workers to the opposite end of your country. Infrastructure damage also impaired (but obviously didn't disable) digital communication across the continent, as solar plants (which for the sake of plot I'm going to say are a fairly important energy source in the late 2020s) failed and signal access was disrupted by the ash.

Exposure from cold, not, like, radiation or something. When the power goes out and you have a sunless winter, the temperature rapidly departs the human comfort zone.

Admittedly, "rapidly and unexpectedly" is probably an overstatement. The transition from water protests to directionless rage to rioting to revolution was gradual, of course, but occurred relatively quickly in a nation that, up until that point, was a declining superpower, not the fractious third-world country it began to degenerate into.

Texas had a very strong concept of regional identity, but simultaneously several skilled politicians with differing interpretations of that entity. At one point during the war, it did exist as a sovereign nation - the Second Texan Republic, we'll say - but dissolved as the other states formed relatively competitive economies of their own, and Texas' major cash cow, oil, was on the wane as an energy source. If we end up with a Texan character, I'd be happy to elaborate more on this, but I imagine all this took place in the early 2030s, meaning a unified Texas is (barring a daring diplomat's motion) probably not a possible political reality.

Mexico was in absolutely no shape to invade anywhere. A lawless US resulted in an explosion of drug use, which financially empowered various cartels to deeply penetrate the Mexican Government, which is commonly viewed as highly corrupt and maligned by most Mexicans. To say the least, they have no interest in expanding the legal borders of Mexico - for the most part, they have thrown their lot in with the SSSC. Canada, too, doesn't/didn't have anything resembling the command structure to take over large portions of another country, especially a one as wracked with disaster as the US. Without the US to provide NATO's backbone, China had little reason to maintain an unstable puppet state against the South Koreans, and Korean reunification took place under the auspices of Beijing after the quiet assassination of the Kim family.

Salting and glassing is actually pretty close to what happened. After various governments developed reliable forms of agriculture that could be cultivated in an urban environment (skyscrapers filled with greenhouses are a common sight in New Denver, for example), they had no real reason not to slash and burn the Midwest to the ground, which in this case involved the use of various sundry soil-productivity-ruining chemical weapons. And, obviously, the entire Great Plains are not one giant charred wasteland - there are occasional undamaged areas, here and there, but agricultural productivity was reduced by something like 95%.
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He views any show of emotion as offensive, sees introspection as important, values self-control, and strongly believes that a peaceful and ordered society without dissent would be best. He believes that mastery of a skill is one of the highest pursuits, values nature, and finds romance distasteful. He holds well-laid plans and shrewd deceptions in the highest regard.

Xantalos

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #9 on: February 03, 2014, 12:20:23 am »

Ah, such an uplifting first post!
In the meantime, PTW while I see if I've the verve to participate in this - it sounds interesting.
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WhitiusOpus

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #10 on: February 03, 2014, 08:39:39 am »

PTW, sheet forthcoming
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WhitiusOpus

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #11 on: February 03, 2014, 08:57:59 am »

Spoiler: Roland of York (click to show/hide)
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darkpaladin109

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #12 on: February 03, 2014, 09:04:20 am »

Signing up, will make sheet later.
« Last Edit: February 03, 2014, 09:23:15 am by darkpaladin109 »
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WhitiusOpus

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #13 on: February 03, 2014, 09:11:06 am »

Signing up, will make sheet alter.

You're altering your sheet?

:P

Edit: +1 cookie for someone to tell me my character without using google. Should be fairly easy.
« Last Edit: February 03, 2014, 10:28:30 am by WhitiusOpus »
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Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

GreatWyrmGold

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Re: Roll to Negotiate: A Diplomatic Adventure
« Reply #14 on: February 03, 2014, 09:16:37 am »

Arggh GWG, assume it could happen, no one here is writing non-fiction. If you really can't accept it. This is on a planet 'Earth' far far away, that happened to have all the same develop as our planet, and the physics work slightly different.
It seemed like he was trying to create a pretty realistic game. I thought there were only a couple of mistakes, then as I kept reading I kept adding more...
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