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Welcome Letter; Read First!
Topic Started: Oct 12 2013, 03:24 PM (48 Views)
resilientone
Admin
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Welcome to BRINKMANSHIP! BRINKMANSHIP is a free-form, text-based geopolitical roleplaying game set in the Cold War period. BRINKMANSHIP offers a large amount of freedom for players, provided that things stay realistic. Players shape every aspect of their country which to roleplay, from size and government type to military strategies and national policies, all in roleplaying. Ultimately moderators will have the final say in certain things, but overall freedom is considered to be large.

The game starts on a specific date where technology is static, in this case January 1, 1958. Once the round has started, players are expected to begin the game with their nation's leaders, and confront and address their nation's realistic issues. Players are free to change the trajectory and course of their nation, but are required to roleplay such a change in a realistic fashion. Admins will, from time to time, throw in events and crisis, to let players deal with the effects from these.

The topic of 'realism' is also debated and interpreted, to the point where it warrants mention. BRINKMANSHIP is a realism-based role-playing game, which in loosely means that the game conforms to realistic scenarios and events in the realm of possibility under current conditions. It is situated in the Cold War period and thus based on the current real-life geopolitics between the United States of America and the Union of Soviet Socialist Republics. To that extent, players are expected to behave and play their nations and their leaders in a fashion which is 'realistic', given the current climate.

This isn't to say that a nation can't take a path in-game that is currently unrealistic, but a player would be required to conduct sufficient internal and external role-playing to justify a change in course. BRINKMANSHIP offers a lot of room for player input and players are allowed to role play their entire nation. Before the start of the game, you are free to create any nation you like, play as any type of government, and create your standing militaries, provided that it is realistic to the time period. There is however a catch, administrators or moderators will have to approve all government changes and drastic events in-game, this in order to post news in the international newspapers and to keep the players well-informed of the changes. The golden rule is that if you can roleplay something well, you can make it happen. For example, giving a president a heart attack is easy and will not be considered great roleplaying, however exploiting national problems and utilizing these to fuel demonstrations against the current government, can be considered realistic and possible and will (in general) be allowed.


Game Overview

To begin, all players must choose between 3-5 (with much leeway) current nations from the blank map of the present-day world and combine them into one supernation of your choice. Nations chosen will be based on a first-come, first-served basis in the Applications section. For realism, ethnic and cultural identities of the new nations must be reflected in the ethnic and cultural identities of the present-day nations which make it up. All other factors may be changed (provided that they are realistic)

Players have a large degree autonomy over setting up and posting in Embassies, Press Offices, and International Organizations in each respective forum in order to engage in domestic policy and diplomacy with other nations. In Embassies, other players may post within another nation’s embassy requesting a diplomatic audience. It is up to the other nation to do as he/she may with the diplomatic request. All treaties may be posted in the Treaties section, where all involved parties may be allowed to sign it. This allows a large degree of openness between all players of the game. Of course, secret diplomatic channels and treaties may be discussed and signed using Private Messaging, Facebook chat, texting, calling, etc.

Militaries are freely formed by players, so as long as it is both in period and realistic. For example, Bulgaria will be able to field a larger military force than Ukraine, but it will not have nuclear capabilities. Each player is expected to provide an order of battle (and unit stations) for their nation with an emphasis on realism (i.e. South Africa cannot field a million troops in peacetime without significant social friction) Military actions against non-player (minor) nations will be roleplayed by admins, but in many cases, will involve role playing by players themselves.

Really Short Example:
Quote:
 
After the declaration of jihad, The 8th Light Desert Calvary of the Riyadh carried out the invasion of Kuwait, thus solidifying the Sultanate across more Arab lands.


Wars against minor nations can easily be won but may come with added costs (war rebuilding, rebellions/insurrections, and potentially international pressure from other players).

Wars against other players are carried out with detailed battle tactics directed to admins.

Example of a surprise attack:

Quote:
 
Operation Swift Blow:

Aggressor: Sultanate of Riyadh
Defender: Palestine Confederation (Israel, Lebanon, and Syria)

Units attacking:

18th Light Infantry Regiment
1st Arabic Rifles
26th Sultan Guard
2nd Desert Calvary Brigade
7th Artillery Brigade
Janjaweed Partisans

Battleplan:

18th Light Infantry will march from Amman towards Damascus, supported by the 7th Artillery Brigade

2nd Desert Calvary will escort the 26th Sultan Guard from Mosul west towards the border and engage any defending units towards Damascus.

1st Arabic Rifles will march on Jerusalem from Amman while Janjaweed attack enemy civilian populations in the border region near the Jordan River.


Each battle plan will be submitted via Nation Forums to Admins, which will calculate battle damage from both sides. Admins will also provide attackers and defenders with scenarios to players in order to simulate warfare, with results posted in the News forum. Admins will also provide players with intelligence reports, field reports, and other personal information that is hidden from other players.

While Economics is mostly attributed to Domestic Policy and judged as such. International economic and monetary incidents, including depressions, market crashes, and overspeculation, can be made by Admins, which effect individual nations accordingly. Such incidents can affect population happiness, military effectiveness, and political stability.

All in all, the Goal of BRINKMANSHIP is to stay in power as your current leader. Keeping Internal Stability, Economic Stability, and Geopolitical Stability in balance until the end of the game round (or as Last Man Standing) allows you to win the game.

Good luck players.
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