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Author Topic: Shadow Race: Tactical Espionage Arms Race  (Read 2852 times)

Chiefwaffles

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Shadow Race: Tactical Espionage Arms Race
« on: September 10, 2017, 07:55:10 pm »

Shadow Race is currently on Hiatus, and likely will not return.
The primary reason is that Shadow Race was a fair bit of experimentation regarding the mixing of "Espionage" and "Arms Race" and I believe that (for me) these are incompatible ideas for a forum game.

Arms Race is about the conflict between both sides' designs. Espionage is largely about avoiding conflict.
So you can ignore "Espionage" to go for Arms Race, or you can ignore "Arms Race" to go for a game where both sides compare their "Avoid Conflict" design to determine who wins.

Sorry! There might be a (much more straightforward) Arms Race game from me in the future. If anyone wants my notes regarding Shadow Race, to revive/continue it with the same sides, or anything about this please PM me.

Why yes, yet another Arms Race game!
This is the Core thread - Where the rules and OOC discussion go. Any team-specific talk should be kept to its own thread.

Astria Thread
Merkan Thread
Please pick a team and don't look at the other team's thread!

Shadow Race Discord

The year is 1953. The second World War has ended years ago. The world has largely been in chaos with the rapid spread of nuclear weaponry. The Global League's attempts have been in vain as nation after nation develops their own nuclear program. War as its known is largely over, with everyone and their parents having access to both nuclear weapons and a very itchy trigger finger.
The nations of Astria and Merkan used to be at constant war. Yet with the advent of nuclear weaponry quickly coming to the small landmass, war become unknown to their populaces just like it was forgotten by the rest of the world. Any military attack would ensure doom for both adjacent nations. Yet with their populaces and politicians salivating for the defeat of their enemies, they've turned to other means of warfare.
Espionage being one of them.

To further this end, each side created an espionage agency. Both had the same two tasks - to ensure the take-over of the other nation, and to prevent them from doing the same.


In order to gain access to the other government, an agency would have to secure control of a company closely related with that government. These companies with their strict hierarchies are better captured with more explicit actions. Shadow wars in meeting spots, company extraction sites, disrupting the less legal activities. All things better done with a hint of subtlety and more guns. Human Power Inc., a company utilized by both sides to outsource employee training and acquisition, can often have their assets be located in dense urban population centers. Singleton Arms, an arms company often contracted by both sides, has the majority of their locations in less-populated areas due to the security, pollution, industrial nature of their operation, and other factors. Both companies are still fairly similar in their security despite these notable differences, though.
With complete control of a company, an agency would be able to begin placing operatives into the other nation's government under the guise of commercial matters. Governments would require a mix of traditional spycraft and the more overt small-scale combat in order to fully capture.

The Global League, while ultimately pointless for either agency's grand goal, remains a valuable resource. Having the Global League under one's domain, and thus most of the nations of the world, would secure some very valuable foreign aid. Of course, being under the eyes of nearly ever country to exist, only the most subtle of methods may be used to gain control of the Global League.


Rules & Gameplay
Shadow Race is a standard Arms Race game, with its gimmick twist being that instead of focusing on total war between two sides, the game instead focuses on the teams' espionage efforts. In a slightly cheesy over-the-top matter. The two teams design and develop ways of beating their opponents in an espionage shadow war. There are two sides, and anyone can join a side by just posting in that side's thread at any time, though looking/posting on the other thread is highly discouraged and bad for the spirit of the game. The game is played via Phases, and what you do in each phase is explained in the Phases section below.

These should represent the latest rules and may not reflect rules in the early game. All rule changes will be announced in this thread.
  • Victory - Victory is achieved via gaining total control of the opponent's government. In order to gain access to the other side's government, you must have complete control of at least one company first.
  • Skill & Tech - In order to achieve victory, you must develop new tactics and technologies. Skills (also known as "Tactics") are strategies, plans, training, and similar matters to aid your operatives in the field; you could create a Skill which involves certain operatives hiding in bushes when potentially spotted, or a Skill to have your operatives make maximum use of new Tech. Tech are things developed via R&D to help your operatives in the field, whether it's a Ray Gun, a Doomsday Satellite, or a Mega Virus.
  • Progression - Shadow Race should be a bit cheesy! Think James Bond. While more realistic Tech & Skills are certainly useful and have their places, creating more interesting things that you'd likely see in a James Bond novel/movie or other Spy Fiction is encouraged (Not too outrageous, of course). What you're allowed to make is based heavily on what you've already made. You won't be able to make a Death Satellite from nothing, but if you happen to have a Satellite Tech and a Death Ray tech, then a Death Satellite would likely be achievable. The time period (1953) largely just plays a factor in your beginning Tech and the viability of new Tech that isn't based off of anything existing already owned.
  • Challenges (and Credits) - Occasionally, at the end of an Operations Report, there may be a challenge issued. The challenges are unique in their exact compositions, but generally they pit both sides against each other in a nonstandard way in order to win some reward - usually a Credit. Design Credits give their side a free design, allowing them to effectively do two designs in one turn. Revision Credits are the same, but with revisions instead of designs. Expense Credits give their side the ability to lower the expense of a design for one Operations report. Research Credits allow the side to roll twice in one desired Design or Revision, with their result being chosen from the better of two rolls.
  • Theatres - Theatres are the locations where the Shadow War is being waged. Each theatre is divided into a number of sections, and each Operations phase, the control of a section can go to the nation whose operatives are performing the best in that theatre. A nation completely controls a theatre when they control all of that theatre's sections. All non-nation theatres will give bonuses to any nation that completely controls them.
  • Agents - Each theatre has 5 agents. Agents can be captured or killed, which will cause them to be unavailable for the next Operations phase. Captured agents can be interrogated by their capturers for temporary increased effectiveness next Operations phase or for intelligence regarding their agency's technology and skills.
  • Expense - Both Tech and Skills are assigned an Expense, which ultimately represents the difficulty to field that thing. Skills' expense represents the difficulty of training operatives in that skill, while Techs' expense represents the difficulty of manufacturing and distributing that Tech. Expenses are expressed by a number - like "4x", "2x", etc. - with that number representing the number of agents per theatre that can use that design. A 2x design will only be able to be used by 2 agents per theatre. In special cases a design can get an expense of National Effort, which means only one agent in one theatre can use it.


Phases
  • Design - Design new Skill or Tech. Players vote on a new Tech or Skill for their single design this phase. The Design represents a year-worth of serious R&D and is the most common way of advancing your knowledgebase.
  • Revision - Revise both a Skill and a Tech. You may not Revise something from the same category twice, only two different categories. Players vote on two revisions - modifications; one on one Tech, and one on one Skill. The two revisions are done simultaneously and may not be done sequentially.
  • Operations - The final phase before the Operations Report, the Operations Phase is where a single plan is decided that lists the Skills and Tech assigned to the agents in each theatre, and is where submissions for Challenges are given if there are any.

Theatres
Theatres are where the shadow war is waged. Each nation automatically sends their resources to every available theatre. The Companies and Global League are always available for infiltration, but the infiltration of the opposing nation requires complete control of a Company beforehand. If a nation is currently being infiltrated, they must regain full control of the nation before beginning to infiltrate any companies under complete control of the other side. Though they can still fight to gain control of other theatres as long as they have a foothold in that particular theatre.

Generally, no theatres nullify a Skill/Tech. While a company may be better done with aggressive methods, stealth and subterfuge will still work well here. The Global League doesn't completely make combat useless - you just have to be smart about avoiding attention. Etc. etc.

Companies favor a slightly more aggressive approach, but stealth is still of extreme priority.
Human Power Inc. has their sites and assets placed in the middle of population centers; often urban. Objectives are often in office buildings, city environments, and more. There are a lot of civilians present, and the police - which would be a very bad thing for any agents caught - are always nearby and ready to respond to any disturbances. Operations here can often involve more than just one location, and can bring agents to various sites across cities.
Singleton Arms on the other hand places their facilities in more isolated areas. Open spaces, fields, large rooms with lots of machinery, and the like are all things to expect here. Employees can and are still present, but not in the quantiy of Human Power. The police still respond to disturbances here, but will take longer to respond. Singleton facilities, thanks to their location, are sprawling indoor places with multiple levels of security and numerous - but not many - floors.

Global League possess large facilities filled with people. The League's own security forces are very close and very quick to respond. Practically anything done in a Global League facility is in sight of others.

Nations can take place in many different places, often in government sites. While they matter importantly in all theatres, the defensive measures (Techs or Skills) of the defending nation will be more significant here thanks to their authority within their own government.
Spoiler: Theatres (click to show/hide)

...

Spoiler: GM Notes/FAQ (click to show/hide)
« Last Edit: November 21, 2017, 11:27:54 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Madman198237

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #1 on: September 10, 2017, 08:58:24 pm »

Playing for Merkan, posting to watch this thread.
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Happerry

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #2 on: September 11, 2017, 12:40:52 am »

Since no one seems to have joined Astria yet, I shall now join that faction.
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Chiefwaffles

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #3 on: September 11, 2017, 07:38:10 pm »

Astria still needs more people. As of this post Merkan has 4 different people participating and Astria has 2.

If possible, the Design phase should be done today a bit after both sides have a lead on their design. The name choice, though, will be done before next Operations phase.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Roboson

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #4 on: September 11, 2017, 08:54:50 pm »

Ptw.
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NRDL

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #5 on: September 11, 2017, 08:57:10 pm »

I'll go Astria.
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Roboson

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #6 on: September 11, 2017, 09:27:30 pm »

And suddenly Astria was highly populated lol.
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Chiefwaffles

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #7 on: September 14, 2017, 07:30:25 pm »

With the Operations phase done, I'd like to note:
The attacking side in each theatre is determined by who won in that theatre last Operations Phase. So if Astria wins in Theatre A, they'll be the ones attacking next turn. And so on. This doesn't affect how control is gain/lost (whoever win, whether defending or attacking, gains control) but it does affect tactics.
And this is only when relevant. There definitely won't always be a specific attacking/defending side. Perhaps most of the time, even.

(Also, since I did the Operations phase so quickly, I'll still accept votes to change an agency's name this turn.)
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #8 on: September 15, 2017, 06:28:29 pm »

So this has come up in both threads to varying degrees -

Right now you have very roughly the same technology that was present in 1954. Being a very high-priority government agency, you can get some of the most groundbreaking available technology, but it still has to exist first.
Things that don't exist you can and should develop yourself. Progression and technology in Shadow Race follows more of a... empirical? route - what you can research and develop is based on what you currently have assuming you have very good engineers/scientists. You're 100% not constrained by how technology develops in the real world.

TL;DR: Right now you have reasonable access to some of the top technology existing in 1954 and you have to develop yourself tech that does not have a concrete presence in 1954. However, you're not constrained at all by real-world tech progression in making new things as long as you have reasonable prerequisite designs/knowledge/whatever.


And as for whether things would be realistically implausible or maybe even straight-up possible (nearly-silent suppressors, other things exaggerated in spy media and whatnot), it's probably safe to assume that the thing in question is possible for you to make, assuming you have anything that would be logically required if the thing in question was possible in real life.
Like if you were trying to make said silent suppressor, you wouldn't be able to do it without any knowledge of suppressors beforehand. That kind of thing.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Doubloon-Seven

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #9 on: September 15, 2017, 06:48:22 pm »

Joining on the side of glorious Merkan.
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Avanti!

Taricus

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #10 on: September 15, 2017, 06:51:15 pm »

One more for the losing side then :P
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Doubloon-Seven

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #11 on: September 16, 2017, 09:51:28 am »

Pah! Astria red isn't even a good color! And you're the one starting to look a little... underpopulated.
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Avanti!

Jilladilla

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #12 on: September 16, 2017, 12:36:32 pm »

What are you talking about? Astria has plenty of people!

(Oh right, formally joining Astria here, officially ending my spectatorship. Don't worry people of Merkan, I never spectated your thread.)
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Doubloon-Seven

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #13 on: September 16, 2017, 01:08:27 pm »

Merkan = Merican
Astria = ? ? ? ?

Your national name doesn't even sound vaguely soviet. We sound like America.
You know who won? America.
You know who'll win? US!
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Avanti!

Taricus

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Re: Shadow Race: Tactical Espionage Arms Race
« Reply #14 on: September 16, 2017, 01:15:40 pm »

Astria has Sensei, Merkan's doom is inevitable!
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