Re: Modern World STGOD Concept
Posted: 2014-05-02 11:24am
As I mentioned to Steve earlier, I'm interested.
Get your fill of sci-fi, science, and mockery of stupid ideas
https://bbs.stardestroyer.net/
First of all, & I think I've said this before but I feel really bad about how SDNW4 blew up while your computer was down & the story we were planning ended up not happening cause of that.Force Lord wrote:I'm interested in joining. Maybe do a constitutional monarchy or go fascist again.
Oooh you were planning a storyline? Cool.Agent Sorchus wrote:First of all, & I think I've said this before but I feel really bad about how SDNW4 blew up while your computer was down & the story we were planning ended up not happening cause of that.Force Lord wrote:I'm interested in joining. Maybe do a constitutional monarchy or go fascist again.
I'd be quite happy to work with you again FL. Maybe even as allies this time.
"Strangereal" is the world of the Ace Combat computer games. In other words:@STEVE
How weird would you say "strange real" is? I'm not familiar with the term. I think you mean that it is close to SDNW2 rather than the 'realism' of SDNW3 or the fanatasy of SDNW4.
The start date is arbitrary; the technology less so. Allowing modern technology if we declare that game start is 1985 or whatever might make some people feel weirded and anachronistic.Also the start date of 2000 has been done before and while it appears to be somewhat ideal why not slightly earlier, like 1980s or 90s?
That depends on the level of realism people want.Finally while nukes have a bad rep thanks to Shep I am convinced Super weapons in general are a good idea to include (so long as they are rare and maybe expensive) since they are more convenient than conventional armies from a story telling perspective. We could do alternative super weapons like Tesla Death Rays, Stealthy flying Aircraft Carriers and such rather than nukes.
This is wise. I always tried to do this.@ Everyone
This is just some general advice that I've thought up since last anything happened around here. When you write a story keep the conclusion in mind so that if you are still writing we can skip ahead and keep a constant pace just by asking you for a cliff notes of the end state of your story.
I am inclined to agree; that's a big lesson of SDNW4. Part of the problem with the way the MEH War went down was the role of off-forum communication. It contributed to groupthink among the people who were party to that communication, and a sense of irritation and disenfranchisement among those who were not.If it's big and international though use the discussion thread to reach a consensus conclusion that satisfies everyone more or less, again so that we can keep a constant pace and not wonder if this big story isn't going to place the world into an unknown state even though we are writing in the future compared to the Big International story. PS this means if it is a story involving the major state of the world don't use an outside communication type to setup the conclusion, it's really frustrating for those that don't use the same communication as you.
Why are we already aiming for 2000's level of tech at all? Why is the technology not arbitrary?Simon_Jester wrote:The start date is arbitrary; the technology less so. Allowing modern technology if we declare that game start is 1985 or whatever might make some people feel weirded and anachronistic.Agent Sorchus wrote:Also the start date of 2000 has been done before and while it appears to be somewhat ideal why not slightly earlier, like 1980s or 90s?
Not the way Steve presented it it doesn't. He made no nukes a pretty big deal, and yeah Shep has done a good job at poisoning the well there. BUT once again I disagree with that position. While I think nukes are too much when they are spammed (as in 100's+) having maybe a handful in a nation gives an easy cornerstone to write stories around. If you only have a few weapons and they are so very expensive and as a whole incapable of being the only tool needed to wreck a nation they might make a great addition as a story telling tool. And other super weapons are similar. Steve and the other vets have already seen that just banning nukes hasn't stopped Shep for going all out on WMD's of the biological and chemical nature (hell super soldier commandos fit this category also), I'd rather talk about embracing the whole category as a potential tool for story telling rather then trying to deal with it in a hamfisted way.That depends on the level of realism people want.Finally while nukes have a bad rep thanks to Shep I am convinced Super weapons in general are a good idea to include (so long as they are rare and maybe expensive) since they are more convenient than conventional armies from a story telling perspective. We could do alternative super weapons like Tesla Death Rays, Stealthy flying Aircraft Carriers and such rather than nukes.
Yeah that would be a bad use of the concept. I'm thinking more along the lines of: I have 10 old soviet missiles that might or might not function with a huge error rate that I could use in maybe one conflict to get some minimal (but impressive) results to change the course of an invasion. Really no different than saying that I win a big victory but not a total victory in a story.Thanas wrote:I would prefer not having any superweapons or superpowers but it is not a deal breaker to me, as long as it does become incredibly ridiculous like "I got a turbolaser in orbit".
The MESS power bloc served a similar purpose in effect, if not necessarily in intent, during SDNW2. Even if half of the members of the bloc were relatively inactive, their combined forces were still bigger than everyone else combined, and you had to take into account the possibility of one of those sleeping giants waking up (and possibly rousing the others along with them) if you wanted to do anything militarily within their spheres of influence.Thanas wrote:An easy way to stop a potential abuse of superpowers would be to have some sort of megastate bigger than all of the player nations combined who would have such strength in numbers that resistance would be futile. Said megastate would then be kinda like the Solarian League in Honor Harrington (but not a complete joke like in that series) enforcing a prohibition on abuse of superpowers.
You sound a little... offended?Agent Sorchus wrote:Why are we already aiming for 2000's level of tech at all? Why is the technology not arbitrary?Simon_Jester wrote:The start date is arbitrary; the technology less so. Allowing modern technology if we declare that game start is 1985 or whatever might make some people feel weirded and anachronistic.Agent Sorchus wrote:Also the start date of 2000 has been done before and while it appears to be somewhat ideal why not slightly earlier, like 1980s or 90s?
Or is it that the "core" clique has already decided: repeat the original SDNW1-2 concept. Now I'm really asking the reasoning behind that decision, if you were a part. And if you weren't than why do you consider it non-negotiable? Or where there no Devil's advocates asking those questions and gathering reasons for the presentation?
The thorium-based "hard nuclear technology" paradigm actually justifies this- nuclear bombs are harder to acquire, not impossible, so they're harder for startup countries to create.Not the way Steve presented it it doesn't. He made no nukes a pretty big deal, and yeah Shep has done a good job at poisoning the well there. BUT once again I disagree with that position. While I think nukes are too much when they are spammed (as in 100's+) having maybe a handful in a nation gives an easy cornerstone to write stories around.
Unless you posit the Martian Navy in orbit, it's hard to do this on a single planet without making things singularly un-fun, in my opinion. Do we really want to play minor powers in a world where Hypermerica is the dominant hegemon and gets to enforce whatever international law it pleases?Thanas wrote:An easy way to stop a potential abuse of superpowers would be to have some sort of megastate bigger than all of the player nations combined who would have such strength in numbers that resistance would be futile. Said megastate would then be kinda like the Solarian League in Honor Harrington (but not a complete joke like in that series) enforcing a prohibition on abuse of superpowers.
I like this idea VERY MUCH.Starglider wrote:Just arbitrarily decree that the planet has lots of thorium but only trace uranium in the crust. Nuclear power is still possible but breeding and refining plutonium for bombs will be really hard and expensive.
All of this talk of StrangeReal makes me think of the defining feature of the StrangeReal world in Ace Combat : the extinction-level asteroid strike that mostly was averted by international co-operation, but left the planet seriously battered by secondary impacts and littered with spare superweapons, military extremists and local wars. Would make a good meta-plot and excuse for chaos, plus mods could decree mid-size impacts on anyone spoiling fun or just wherever it would be dramatic.
Yes, but:Shinn Langley Soryu wrote:The MESS power bloc served a similar purpose in effect, if not necessarily in intent, during SDNW2. Even if half of the members of the bloc were relatively inactive, their combined forces were still bigger than everyone else combined, and you had to take into account the possibility of one of those sleeping giants waking up (and possibly rousing the others along with them) if you wanted to do anything militarily within their spheres of influence.Thanas wrote:An easy way to stop a potential abuse of superpowers would be to have some sort of megastate bigger than all of the player nations combined who would have such strength in numbers that resistance would be futile. Said megastate would then be kinda like the Solarian League in Honor Harrington (but not a complete joke like in that series) enforcing a prohibition on abuse of superpowers.
YES.That said, I second Starglider's suggestion of "rocks fall, everyone dies" to deal with recalcitrant players. I'd much rather have semi-random asteroid strikes than an NPC superstate that sits there on the map doing absolutely nothing.
Sounds a lot like the UNSiege wrote:I am strongly opposed to a megastate modhammer because 1) this state will be a dead zone on the map where nothing happens because it isn't an actual place, it's just a tool, 2) it raises questions of who gets to control it, 3) its actions will almost inevitably end up looking bizarrely random: why does it heavy-handedly intervene in X when it didn't do anything in Y? And that randomness will be used against its wielder: why are you picking on me when you didn't do anything to him?
Yea, you convinced me on both points.Siege wrote:I am strongly opposed to a megastate modhammer because 1) this state will be a dead zone on the map where nothing happens because it isn't an actual place, it's just a tool, 2) it raises questions of who gets to control it, 3) its actions will almost inevitably end up looking bizarrely random: why does it heavy-handedly intervene in X when it didn't do anything in Y? And that randomness will be used against its wielder: why are you picking on me when you didn't do anything to him? It's just a bad idea.
Meanwhile I'm not opposed to having a few nukes around, or a handful of 'superweapons', provided they are at least vaguely plausible. I'm also not completely averse to shifting the starting time around a bit, although moving it into the past will I suspect just serve to make the game completely anachronistic real quick, because I certainly am not going to google exactly what was invented when every time I write something. Setting it roughly present day removes that problem, which is why it's preferable to me.
"Nuclear power exists, but uranium is too rare for nuclear weapons to be affordable; thorium and other similar materials are the main source of fuel for reactors, that is, stuff that can power reactors but not be useful for nuclear weapons."Starglider wrote:Just arbitrarily decree that the planet has lots of thorium but only trace uranium in the crust. Nuclear power is still possible but breeding and refining plutonium for bombs will be really hard and expensive.
I'm not sure that'll be necessary.All of this talk of StrangeReal makes me think of the defining feature of the StrangeReal world in Ace Combat : the extinction-level asteroid strike that mostly was averted by international co-operation, but left the planet seriously battered by secondary impacts and littered with spare superweapons, military extremists and local wars. Would make a good meta-plot and excuse for chaos, plus mods could decree mid-size impacts on anyone spoiling fun or just wherever it would be dramatic.
As explained, I meant an Earth that doesn't have Earth's geography. We can import bits of Earth geography if we want, but we're not obligated to use Earth itself as a base.Agent Sorchus wrote: How weird would you say "strange real" is? I'm not familiar with the term. I think you mean that it is close to SDNW2 rather than the 'realism' of SDNW3 or the fanatasy of SDNW4.
2000 has more zeroes.Also the start date of 2000 has been done before and while it appears to be somewhat ideal why not slightly earlier, like 1980s or 90s?
The issue with nukes is that everything eventually gets mired down in strategic paralysis.Finally while nukes have a bad rep thanks to Shep I am convinced Super weapons in general are a good idea to include (so long as they are rare and maybe expensive) since they are more convenient than conventional armies from a story telling perspective. We could do alternative super weapons like Tesla Death Rays, Stealthy flying Aircraft Carriers and such rather than nukes.
An interesting proposal. I think it has merit.@ Everyone
This is just some general advice that I've thought up since last anything happened around here. When you write a story keep the conclusion in mind so that if you are still writing we can skip ahead and keep a constant pace just by asking you for a cliff notes of the end state of your story. If it's big and international though use the discussion thread to reach a consensus conclusion that satisfies everyone more or less, again so that we can keep a constant pace and not wonder if this big story isn't going to place the world into an unknown state even though we are writing in the future compared to the Big International story. PS this means if it is a story involving the major state of the world don't use an outside communication type to setup the conclusion, it's really frustrating for those that don't use the same communication as you.
You can also put the year your story is set in within the Subject line of the post and it will help us keep the timeline straight.
Given how Shady operated in the Border States, Siege with Transtaafl and Sabika, and myself with Adabani and then Alaska in SDNW2.... I don't see too much of an issue.I'm personally thinking of playing multiple smaller non-aligned nations at the start and if that doesn't work I can always have them unify later on.
3, sure, but I'd rather not do 4. I was mostly referring to 1 since 2 and 3 will be determined in part by what people want to play.Simon_Jester wrote:"Strangereal" is the world of the Ace Combat computer games. In other words:
1) Fictitious in geography
2) Multipolar
3) Relatively highly developed- Strangereal has many power blocs capable of fielding things like their own F-22s in the modern era, whereas few have this in real life. While I'm sure there will be undeveloped regions and countries in our proposed SDNW6, if past STGODs are any guide, this one will probably have a higher overall level of economic development than Earth.
4) Considerable amounts of strange or 'super' technology that is utterly impractical in real life, such as giant skyscraper-sized laser cannon, railgun turrets designed to shoot down incoming asteroids, and gigantic flying superfortresses with a wingspan of half a kilometer or so.
I don't know how much Steve meant us to read into (3) and (4).
I think you should seriously consider the idea.Steve wrote:I'm not sure that'll be necessary.
I approves. At the same time, I do think it might be nice to at least entertain the notion of a few 'wacky' elements. The game might gain a certain richness (including, hopefully, some able-minded fresh blood beyond the old SDNW2 hands) from that.Steve wrote:As explained, I meant an Earth that doesn't have Earth's geography. We can import bits of Earth geography if we want, but we're not obligated to use Earth itself as a base.Agent Sorchus wrote:How weird would you say "strange real" is? I'm not familiar with the term. I think you mean that it is close to SDNW2 rather than the 'realism' of SDNW3 or the fanatasy of SDNW4.
I think it'll be all right if we all agree to just, y'know, have actual fun.The issue with nukes is that everything eventually gets mired down in strategic paralysis.Finally while nukes have a bad rep thanks to Shep I am convinced Super weapons in general are a good idea to include (so long as they are rare and maybe expensive) since they are more convenient than conventional armies from a story telling perspective. We could do alternative super weapons like Tesla Death Rays, Stealthy flying Aircraft Carriers and such rather than nukes.
As for the others, we'll have enough fights over conventional miltech even with a desire to avoid minutiae, throwing in fantasy weapons like the Shield Helicarrier will make things worse.
coff.madd0ct0r wrote:as a first timer, what sort of prep and how much drafting should I be doing?
On the one hand, it's not hard for a country to say "we didn't get pounded that hard by meteors." On the other, we're already imposing some pretty substantial constraints by requiring a high degree of 'realism,' by restricting nuclear arsenals, and so on.Steve wrote:Yes, but I'm allowing for different views of what's fun. What concerns me about the active meteorfall thing is that it's invoking a piece of history for players that may run counter to what they want to do. That kind of thing has an effect upon society and development, it can't be reasonably avoided.
I agree. About how many nations do we want to see before this occurs? Some people will want to join afterwards, I suspect, but once we've got a reasonable minimum we can go on from there.Anyway, our first step should be seeing everyone's nation concept so we can weave a world together from them.
As I think I discussed, Umeria is pretty blatantly Second World: largely state-controlled economy even if a considerable number of privately owned facilities (many of them foreign-run) exist due to the technarchs' plans.maddoctor, start with a country proposal. What your society will be like, if you want to be First World or Second World or Third, an ex-colony of some sort or not, etc.
Fair enough. Perhaps we could take all the players who want to have such an impact, and put them on the continent that 'got the worst' of it? That would trivially explain why nobody else experienced any meteor damage of note, and why there is no mention of it in their history. Because either they didn't get hit at all, or they only got hit in the middle of nowhere (Tunguska) or in ways that caused no lasting effects (Chelyabinsk).Siege wrote:If you want to have meteor fragments impact your country then by all means go for it. And if it then turns out others want to do their own spin-off from that, great. But I'd prefer not to force all players to explicitly have to account for such an event if they don't want to.
Agreed.Same thing for superweapons etc. 'Weird' elements are fun but difficult to balance so I'd urge everyone to at least be conservative. It's great fun if players have a few crazy impractical things like submersible aircraft carriers in their arsenals, but be sure to have only a couple, and no Nimitz-size ones. This stuff can't be captured in rulesets, so just go by the rule of thumb of 'does this sound reasonable?'
Sure. Players who want to have an event like this (or, say, a big plague, or a zombie problem for all I care) in their backstories can just propose it here and see if anybody else wants to run with it also. Then tally, maybe decide to involve an NPC or two, and scale and zone the emergency accordingly. Everyone who doesn't want to deal with it, simply wasn't affected. Sounds like a good way to handle it to me.Simon_Jester wrote:Fair enough. Perhaps we could take all the players who want to have such an impact, and put them on the continent that 'got the worst' of it?