Post by tpc on Sept 7, 2018 14:13:09 GMT
Admin's Note: Just to clarify, this Indochina RP is likely to start in November or December after Napoleon's Great Eastern Crisis RP. I hope this will prevent any confusion or misunderstanding.
-Tolbethessar
Edit: This RP is currently ongoing, starting from the date Feb 11th, 2019
Players
USA* -Tolbethessar
USSR* - Victor Katz
PR China* -Carlos III
North Vietnam-Santa Anna
South Vietnam -Frederick the Great
NOTE: As USA, USSR, and PRC, you are playing as a representative with full control of all operations in Indochina, not as leader of those nations.
Rules:
1. One turn: six months.
2. Two military research rolls per turn for US and USSR. PRC can have a roll per turn in 1956.
3. USA/USSR/PRC Scale of commitment in Indochina (all powers start with III). Players need to wait two turns before raising commitment levels, or face No Confidence:
I : No commitment
II : Political, scientific, and economic advisors (tech sharing and the like)
III : Military advisors
IV : Boots on the ground
V : War
Increasing commitment to War requires an incident as
cassus belli - think Tonkin Gulf and the like. A roll is needed for this.
4. Influence mechanic: simulates the power struggles between the agrarian socialist (pro-PRC) and the Marxist-Leninist (pro-USSR) factions in North Vietnam. Influence starts at 0 and a faction becomes dominant at +/-5. So it goes like this:
-5-----0----+5
-5 being USSR dominant and +5 being PRC dominant. Successful USSR influencing is rated -1 and PRC +1. Dominance ensures NV toes a certain party line.
cassus belli - think Tonkin Gulf and the like. A roll is needed for this.
4. Influence mechanic: simulates the power struggles between the agrarian socialist (pro-PRC) and the Marxist-Leninist (pro-USSR) factions in North Vietnam. Influence starts at 0 and a faction becomes dominant at +/-5. So it goes like this:
-5-----0----+5
-5 being USSR dominant and +5 being PRC dominant. Successful USSR influencing is rated -1 and PRC +1. Dominance ensures NV toes a certain party line.
5. a. USA: A choice between a Space Race roll or a Counter-Espionage roll each turn - a successful space race roll increases chances of a successful research for the next turn, a successful espionage roll (defection or arrest of a spy ring) prevents covert actions in the Indochina region (regime change, spying)
b. PRC: A choice between a Counter-Espionage Roll and an influence roll each turn. Influence wins one point toward the influence mechanic increasing the prominence of a certain faction.
c. USSR: choice between a Space Race roll, influence roll, or a Counter-Espionage roll each turn.
6. Crisis mechanic. PRC, USA, and USSR can start crises with any of the other great powers (Cuban Missile Crisis, border disputes over the Ussuri River, etc.) A crisis goes like this:
a. A power starts a crisis (this is assumed to happen somewhere other than Indochina).
b. A lost crisis forces a power to lower commitment in Indochina in accordance with the length of the crisis. A one-turn crisis will reduce commitment by one level, and so forth (2 levels for 2 turns, 3 for 3).
c. Both powers can choose i) backing down, ii) confrontation, iii) escalation, iv) negotiation.
d. Backing down means automatically losing (if both powers back down, both lose).
e. Both players will need to choose negotiation for it to work. If negotiations work, the crisis ends with no effect.
f. Escalation prolongs the crisis for another turn if both players choose to do so.
g. Confrontation will pit two rolls - buffs come from Indochina commitment (Level III does not get a buff, II and I get a +1 and +2 buff, IV and V get a -1 and -2 debuff) and if a player chooses confrontation while the other chooses either escalation or negotiation, he has a +1 buff.
h. A crisis that lasts for more than three turns will result in nuclear annihilation. No exception.
In essence, options relate to each other in this way - override here means that the option works and negates the opposite player's option:
Backing down overrides everything else.
Negotiation will only work when the other player chooses the same option. It cannot override any option.
Escalation overrides negotiation, and works when the other player chooses escalation too.
Confrontation overrides negotiation and escalation. When this occurs, rule (g) applies. Confrontation with confrontation works without buffs.
7. No-Confidence: To increase commitment without waiting two turns or creating an incident, a player must face a no-confidence vote: All operations will be suspended for a turn if he loses the roll.
The structure of such a turn goes like this:
Military Research
Space Race/Counter-Espionage
Indochina intervention
Crisis
(if occurs) No-Confidence
Note: the rules are supposed to simulate the constraints faced by the three powers. A massive Chinese invasion cannot simply happen, and heavy intervention has its political costs. Actions in Indochina are a free-for all. No rules.
Y'all are free to say what you think of those rules. Too complex? Will result in an explosion of salt? Shoot.