Original Post
New
Imperial Salesman
Really Seen Some Shit
ISOT: The Great Game (A Cold War Spiritual Successor)
"Let every nation know, whether it wishes us well or ill, that we shall pay any price, bear any burden, meet any hardship, support any friend, oppose any foe to assure the survival and the success of liberty."
— John F. Kennedy,
"If you don't like us, don't accept our invitations and don't invite us to come to see you. Whether you like it or not, history is on our side. We will bury you."
— Nikita Khrushchev
Welcome to ISOT: A Cold War! A game centred around my own interest in conflict and Cold War-era style politics, merged with the more typical ISOT format! After the original and the reboot, I've decided that I'd like to address certain issues I had with both games; the drama of the first one, and the passivity of the second. So this is my last, and hopefully best attempt.
Players can choose to apply as one of four types of nations; either a regular Nation, a Vassal Nation of a Superpower or Great Power, a Great Power, or a Superpower
Nations make up the majority of the organized group on this new Earth. They are typically rather medium sized to large in terms of controlled territory, with populations in the several millions to tens of millions, with the largest reaching at least a hundred million (This is fluid and subject to GM discretion. High pop regular nations are allowed depending on specifics). Nations hold several distinct advantages, including (OOCly): being allowed to be from OC Settings, having a lower standard of OOC behaviour and reliability, and (ICly): being allowed to expand immediately from post one, being allowed to ally with whoever they please, and being allowed to not have any critical weaknesses (Though you can optionally add them if you want).
Nations did not come alone onto this world, however. Two major Superpowers also came with. Much larger in terms of manpower, territory, military power, and industry, these Superpowers hold heavy control and influence over their territory. Each of the two Superpowers represents one of two 'Fiefdoms'; the Eastern and Western Superpowers. For all of these advantages, however, the Superpowers hold several disadvantages. Superpowers are not allowed to ally with other Superpowers, and must be opposed to one-another. They must take several critical weaknesses that an enemy can exploit in a war. Furthermore, Superpowers are not allowed to be from OC Settings, and there is a much higher standard of OOC behaviour and reliability.
Superpowers, due to their sheer size, must also split their territory into three categories; Core Territory (The heart of their nation, where they hold most industrial and military advantages), Intermediate Control (A region where they and an attacker hold no specific advantages or disadvantages), and Fringe Territory (A region at the edge of their nation where they hold very little control and an attacker holds the advantage). This allows for wars to be fought against a Superpower without the opponent being crushed immediately, and for build-up in wars to occur.
Also with the Superpowers are six Great Powers; large and powerful nations capable of influencing the world in their own right. Though on-paper they are no match on their own for a Superpower without extraneous factors, Great Powers are some of the most powerful and influential nations on the planet. Great Powers can ally with other Great Powers or Superpowers, but Great Powers also face similar restrictions to Superpowers, including the requirement of multiple exploitable critical weaknesses. Great Powers are also allowed to be from OC Settings, but there is a much higher standard of OOC behaviour and reliability. Great Powers also do not need to divide their territory into Core, Intermediate or Fringe territories like Superpowers do.
Playing as a Superpower or Great Power means that you must communicate and coordinate with the GM (Me) OOCly in order to create interesting challenges and political scenarios, building wars both cold and hot, and deciding on what makes sense and not. You're not playing this game to for your nation to win, but rather, playing your nation as an antagonistic force in someone else's story. Essentially, it is being able to do all the fun worldbuilding parts of a Co-GM without needing to accept the responsibility of a Co-GM.
Vassal Nations are the fourth type of nation available to players. Starting aligned to one of the two Superpowers or six Great Powers, a Vassal State must either ensure their prosperity through cooperation with their controlling superpower, or fight for independence from their oppressors, all depending on player choice. Playing as a Vassal, or being a Nation with a Vassal, is an incredibly high-risk/high-reward playstyle. Vassals are allowed to receive military technology, resources, economic power, and many other benefits and boons from their Tribune State, but in return, are less autonomous, must tithe their own resources onto their chosen Tribune State, and must go to war with any enemy of their Tribune State, otherwise, they may face consequences from their ruling Tribune State.
Players are also allowed to bring both unique resources and unaligned Non Government Organizations (NGOs) with that, with GM approval, will be deposited throughout the world, both in the player's territory, and outside, in order to encourage expansion and conflict with other players with resources, and to provide players with chances to receive foreign aid, technological research, or mercenary support. The environment of your nation itself will also be applied to the ISOT; so if your nation is heavily damaged, flooded, irradiated, or whatever, this will still apply.
The RP itself is freeform, with players allowed to take decisions at any time, carry out diplomacy, and even declare war. Wars themselves will be freeform with arbitration; wars, before they are fought ICly, will be discussed in the Discord Server, where the various players and the GM can debate and decide from both a standpoint of logic and what makes sense for the overarching story of how the war should be fought.
- The GM is god. Do not attempt to fight the GM on game rulings. GMs are myself and The Grand Cogitator.
- Be civil with other players; fighting in the OOC thread or the Discord will not be tolerated.
- In addition to Rule #2, do not self police. If a player notices an issue with a sheet or a player's conduct, they are to bring it up with the head GM privately.
- Godmodding and Metagame of any type is prohibited under all circumstances, and will result in an immediate kick from the game.
- It is the GM's right to remove a player from the RP if they feel that the player is violating some part of the rules, or generally acting out of line.
- Sheets are allowed to be mostly on Google Docs. Include at least the basics on SB, however (I.e. Faction Name, Population, Setting, Nation/Government, and Territory), but if there is too much detail to include on SB or if it is easier to write, the rest can be on a Google Doc.
- The lowest technology level a player can go is the Interwar Period. Exceptions will not be made for Schizo-Tech fantasy factions. FTL-capable factions have reached a level of technological sophistication that makes normal geopolitics irrelevant, and will be heavily scrutinized.
- A faction's power-level will be screened by the GM prior to being allowed in the game.
- Although OC factions are allowed for regular nations, vassal nations, and NPC nations, canonical ones are preferred. If you are going with an OC Faction, please comprehensively explain your techbase so that GMs can understand. Please, if your OC faction is based on another fictional faction, going with said fictional faction would be preferred. Canonical factions are required for Superpowers and Great Powers.
- There is a two-faction limit to a particular series. Once this limit has been reached, no more sheets from that series will be accepted. This does not count for destroyed, inactive, or kicked factions. This also does not count for NPC Factions. This rule can be bent in the event of something unique being required.
- Superpower Players must coordinate with the GM on all decisions OOCly. You are not quite regular players, you are, in a sense, storytellers. Superpowers facilitate the conflict, but they are not the sole drivers.
- Truly space capable vessels have to stick to just out past Low Earth Orbit (LEO) for action. (I.e. Still in range of being forced to "play ball" with dedicated effort when hitting ground targets.) Furthermore, these vessels are not allowed to leave to inherently uncontestable territory to gain an unreasonable advantage (I.e. heading off to Mars or such and building up there where no one can contest that). Larger space-capable vessels (I.e. Halo or Star Wars-scale capital vessels) must be atmosphere grounded and will function as Airships.
IC Link (TBA)
Discord Link
Discord Link
Faction Name: [What is your faction's name?]
Population: [How large is your faction? (Maximum Pop for Nations is 70 Million. Maximum Pop for Great Powers is 200 Million. Maximum Pop for Superpowers is more fluid and subject to GM Discretion on a case-by-case basis.)]
Setting of Origin: [OC is acceptable, but canonical is preferable]
Nation Type: Vassal/Nation/Great Power/Superpower [Bold Applicable]
Government Type: [Monarchy, Democracy, etc]
History: [A basic summary of your faction's history. Please, only include major events, we don't need to know everything]
Military: [A basic overview of all major units/groups of the Faction's Military]
Critical Technologies: [A brief list of any major technologies that are considered critical to the Faction. If this is not applicable, feel free to move on.]
Critical Resource(s): [A brief list of any major resources that are considered critical to the Faction. If this is not applicable, feel free to move on.]
Related NGOs: [A brief description of any NGOs related to, but not aligned with, your faction.]
Critical Weaknesses: [A brief list of any critical weaknesses the nation suffers. Mandatory only for Superpowers (If you play an ordinary nation, this section is purely optional)]
Location/Land Area: [Maximum Allowed size for Nations is Australia. Maximum Allowed territory for Great Powers and Superpowers is more fluid and subject to GM Discretion on a case-by-case basis.]
Population: [How large is your faction? (Maximum Pop for Nations is 70 Million. Maximum Pop for Great Powers is 200 Million. Maximum Pop for Superpowers is more fluid and subject to GM Discretion on a case-by-case basis.)]
Setting of Origin: [OC is acceptable, but canonical is preferable]
Nation Type: Vassal/Nation/Great Power/Superpower [Bold Applicable]
Government Type: [Monarchy, Democracy, etc]
History: [A basic summary of your faction's history. Please, only include major events, we don't need to know everything]
[Insert brief history summary here]
Military: [A basic overview of all major units/groups of the Faction's Military]
[Insert Details on the Army here. I don't need definitive numbers, just a general summary of what the faction has available and their general capabilities.]
[Insert Details on the Air Force here. I don't need definitive numbers, just a general summary of what the faction has available and their general capabilities.]
[Insert Details on anything that can be considered a 'Navy' here (Be it Seaborne or Airborne). Here, I need both definitive numbers and a general summary of what the faction has available and their general capabilities. Please remember to go with what makes sense for your faction's Navy and Industrial Capacity.]
[Insert Details on the any other military units applicable to the military here that do not fit the prior three branches here. I don't need definitive numbers, just a general summary of what the faction has available and their general capabilities.]
[Insert Details on any WMDs available to your faction, if applicable. Note, WMDs must not be impossible to counter, nor can they be country/continent/planetbusting weaponry.]
Critical Technologies: [A brief list of any major technologies that are considered critical to the Faction. If this is not applicable, feel free to move on.]
[An example list is below]:
- Cold Fusion
- Lasers
- Robots
Critical Resource(s): [A brief list of any major resources that are considered critical to the Faction. If this is not applicable, feel free to move on.]
[An example list is below]:
- Unobtanium
- Raritanium
- Bullshitium
- Stalinium
Related NGOs: [A brief description of any NGOs related to, but not aligned with, your faction.]
[An example list is below]:
- Followers of the Apocalypse
- Diamond Dogs
Critical Weaknesses: [A brief list of any critical weaknesses the nation suffers. Mandatory only for Superpowers (If you play an ordinary nation, this section is purely optional)]
[An example list is below]:
- Poor Industrial Capacity
- Devastated Environment
- Civil Unrest
Location/Land Area: [Maximum Allowed size for Nations is Australia. Maximum Allowed territory for Great Powers and Superpowers is more fluid and subject to GM Discretion on a case-by-case basis.]
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