Post by Kanoria on Sept 1, 2017 18:54:21 GMT
We are currently trialing the following system:
Tags will be applied to threads showing various things. This can be done by clicking on a tag found under the 'labels' option, via the cog when creating or editing a thread.
Roleplay: A system of four sets of tags that details important information about the scenario being played out;
Interaction: a set of tags that detail how nations largely expected to interact with each other in this scenario
Diplomatic - Interaction takes the form of representatives of nations discussing possible ways of working together better than they did before the scenario
Council of Leaders - A special form of interaction, where nations submit a series of considered responses using all the abilities available to them as the scenario evolves
Arts - Writing, painting, music, or anything else on behalf of, or related to, your nation
Sports - Competitions of athletic prowess. Normally takes the form of submitting performance sheets, then calculating results, or writing a commentary of a game
World-Building - Adding information, context, detail, and history to your nation, its peoples and their stories
Story - cooperatively write a narrative together using the rules given in the first post
Trade - Talk about the products your nation produces, and exchange them with others
Military - Characterized by the use of force to intervene in a situation of some kind
Difficulty: a set of tags that detail the levels of in-character penalties associated with transgressing roleplay standards, and also the in-character penalties imposed for missteps in the scenario. As well as the penalties being harsher, the definitions of what a misstep is, and what a transgression is are tighter.
Beginner - A scenario where gentle reminders are given, and consequences are minor
Forgiving - Some hardships may befall your citizens as a result of your actions, but they are temporary
Punishing - Actions have consequences comparable to those in reality
Savage - A word in the wrong place won't destroy the world, but it might land a few people in hospital, or an early grave
Nightmare - Welcome to diplomatic hell. Anything you say can - and will - be used against you if it suits someone else. This is seriously hardcore and mistakes will result in trade sanctions - or worse.
Time-frame: a set of tags that loosely describe the length of time a scenario takes place over, according to the story.
Hours - The whole event takes place in the span of time it takes to cook a meal
Days - A scenario that lasts less than a lunar month
Weeks - You may be stressed waiting to find out how your operations fared
Years - Strategies may need to run between successive administrations
Variable - The situation is fluid, things can change at no notice, sometimes not for years, sometimes before your egg boils
Setting: a set of tags that tell you a little bit about the scenario's environment
Pre-Industrial - Could be Neolithic, could be medieval, but its definitely an event of historic importance
Industrial and Modern - Recent history, the full importance of these events may not yet be known, but this is one of the periods of most rapid change yet known
Present - How things are, the SLU as is, the events are still to be written, so there is not a fixed event to achieve
Future - You can have fun with technology, but beware, the future is not yet set in stone, so events in the present can change the future
Fantasy - Consequence free - perhaps -. Magic and swords, light or dark, the fate of worlds can rest on the smallest things
Tags will be applied to threads showing various things. This can be done by clicking on a tag found under the 'labels' option, via the cog when creating or editing a thread.
Roleplay: A system of four sets of tags that details important information about the scenario being played out;
Interaction: a set of tags that detail how nations largely expected to interact with each other in this scenario
Diplomatic - Interaction takes the form of representatives of nations discussing possible ways of working together better than they did before the scenario
Council of Leaders - A special form of interaction, where nations submit a series of considered responses using all the abilities available to them as the scenario evolves
Arts - Writing, painting, music, or anything else on behalf of, or related to, your nation
Sports - Competitions of athletic prowess. Normally takes the form of submitting performance sheets, then calculating results, or writing a commentary of a game
World-Building - Adding information, context, detail, and history to your nation, its peoples and their stories
Story - cooperatively write a narrative together using the rules given in the first post
Trade - Talk about the products your nation produces, and exchange them with others
Military - Characterized by the use of force to intervene in a situation of some kind
Difficulty: a set of tags that detail the levels of in-character penalties associated with transgressing roleplay standards, and also the in-character penalties imposed for missteps in the scenario. As well as the penalties being harsher, the definitions of what a misstep is, and what a transgression is are tighter.
Beginner - A scenario where gentle reminders are given, and consequences are minor
Forgiving - Some hardships may befall your citizens as a result of your actions, but they are temporary
Punishing - Actions have consequences comparable to those in reality
Savage - A word in the wrong place won't destroy the world, but it might land a few people in hospital, or an early grave
Nightmare - Welcome to diplomatic hell. Anything you say can - and will - be used against you if it suits someone else. This is seriously hardcore and mistakes will result in trade sanctions - or worse.
Time-frame: a set of tags that loosely describe the length of time a scenario takes place over, according to the story.
Hours - The whole event takes place in the span of time it takes to cook a meal
Days - A scenario that lasts less than a lunar month
Weeks - You may be stressed waiting to find out how your operations fared
Years - Strategies may need to run between successive administrations
Variable - The situation is fluid, things can change at no notice, sometimes not for years, sometimes before your egg boils
Setting: a set of tags that tell you a little bit about the scenario's environment
Pre-Industrial - Could be Neolithic, could be medieval, but its definitely an event of historic importance
Industrial and Modern - Recent history, the full importance of these events may not yet be known, but this is one of the periods of most rapid change yet known
Present - How things are, the SLU as is, the events are still to be written, so there is not a fixed event to achieve
Future - You can have fun with technology, but beware, the future is not yet set in stone, so events in the present can change the future
Fantasy - Consequence free - perhaps -. Magic and swords, light or dark, the fate of worlds can rest on the smallest things