Rules and Regulations of Historical world map RP
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Rules and Regulations of Historical world map RP
The following are the rules and regulations of the historical world map RP. The game will start in 1910, with tensions rising prior to world war one.
In the late 1800's and early 1900's, Otto Van Bismarck led the German empire, the 2nd reich, to become a world power. He cleverly setup all of europe in a tangled mess of alliances, which prevented one another from attacking an other. But when Kaiser Wilhelm II took over the throne, he fired Bismarck in order to make himself look better to his people. And purposely didn't re-up his alliance with his cousin, the Czar of the Russian Empire. Setting up two separate and clear alliances. The triple entaunte: Russia, France, and Great Britain. And the triple alliance: Germany, Austria-Hungary, and Italy.
1910, it is time to figure out the alliances, and prepare for the great war....
The Historical world map RP will start from 1910 and continue through to present day...
After four years (days) setting up the alliances, the RPA will ignite an event that will trigger the great war.
Battle shall be fought much like all other ways to play. If you invade an area, you must role either 6 times and call either 2 even or 2 odd numbers. I.E. I call that I will roll 2 even numbers. If you roll two even numbers, than you win and take the territory. If not then you will fall back. Or you can roll 8 times and call what numbers will show up twice.
NOW!!! Unlike in previous RP's, numbers will play effect in the outcome of a battle. You may delegate a certain number of troops to an army, and THEN invade a territory. Say that you're Russia, and you send an army of 500,000 men to invade eastern Germany. The territory you are invading has an army of 200,000. You may opt to use the numerical advantage. For every 50,000 men more than you have than the enemy, you can roll the dice an extra time, giving you a greater chance to call even or odd, for two numbers. Trick is, you do NOT know how many men your opponent has in the territory. So if you declare that you want to play the odds and assume that you have more men, then you can use this style of dice.
Since the game spans 100 years, small maps will be used for particular events. For example, one thread shall be WW1, european theatre, WW2 Pacific Theatre, Vietnam War... etc....
Thank you, and let's have fun!!!
In the late 1800's and early 1900's, Otto Van Bismarck led the German empire, the 2nd reich, to become a world power. He cleverly setup all of europe in a tangled mess of alliances, which prevented one another from attacking an other. But when Kaiser Wilhelm II took over the throne, he fired Bismarck in order to make himself look better to his people. And purposely didn't re-up his alliance with his cousin, the Czar of the Russian Empire. Setting up two separate and clear alliances. The triple entaunte: Russia, France, and Great Britain. And the triple alliance: Germany, Austria-Hungary, and Italy.
1910, it is time to figure out the alliances, and prepare for the great war....
The Historical world map RP will start from 1910 and continue through to present day...
After four years (days) setting up the alliances, the RPA will ignite an event that will trigger the great war.
Battle shall be fought much like all other ways to play. If you invade an area, you must role either 6 times and call either 2 even or 2 odd numbers. I.E. I call that I will roll 2 even numbers. If you roll two even numbers, than you win and take the territory. If not then you will fall back. Or you can roll 8 times and call what numbers will show up twice.
NOW!!! Unlike in previous RP's, numbers will play effect in the outcome of a battle. You may delegate a certain number of troops to an army, and THEN invade a territory. Say that you're Russia, and you send an army of 500,000 men to invade eastern Germany. The territory you are invading has an army of 200,000. You may opt to use the numerical advantage. For every 50,000 men more than you have than the enemy, you can roll the dice an extra time, giving you a greater chance to call even or odd, for two numbers. Trick is, you do NOT know how many men your opponent has in the territory. So if you declare that you want to play the odds and assume that you have more men, then you can use this style of dice.
Since the game spans 100 years, small maps will be used for particular events. For example, one thread shall be WW1, european theatre, WW2 Pacific Theatre, Vietnam War... etc....
Thank you, and let's have fun!!!
New Roosevelt- King
- Posts : 496
Join date : 2009-04-17
Location : Honolulu, Hawaii
Re: Rules and Regulations of Historical world map RP
please make sticky!
New Roosevelt- King
- Posts : 496
Join date : 2009-04-17
Location : Honolulu, Hawaii
Re: Rules and Regulations of Historical world map RP
just posting to move it to the top until Gracania makes it sticky.
New Roosevelt- King
- Posts : 496
Join date : 2009-04-17
Location : Honolulu, Hawaii
how do i join
how do i join all this rp stuff guys?
The Jen'ari- Local councilor
- Posts : 28
Join date : 2009-06-18
Age : 32
Location : San Diego, CA
Re: Rules and Regulations of Historical world map RP
Go to their respective titled threads, look at the maps, and decide where you would like your nation to be! Have fun!
New Roosevelt- King
- Posts : 496
Join date : 2009-04-17
Location : Honolulu, Hawaii
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