6
Dispatch → Factbook → Miscellaneous
Curated RP Rules and Regulations
I. General Structure
- The roleplay proceeds in Rounds, each with specific phases.
- Each nation posts within the timeframe of each phase. Late responses may result in forfeiting that phase.
- An impartial Editor,
Tummin, oversees the game, presenting prompts, questions, and results.
II. Tarkin Power Index (TPI)
Each nation is graded from 1 to 100 based on, inter alia, They include: a nation’s Size (NS), regional influence (NS), daily or weekly activity, worldbuilding by way of posts or factbooks, regional engagement, substantive RMB posting, and in-game alliances. registered in the TARKIN POWER INDEX curated by
Tummin. The ranking is divided into four tiers:
- Tier I (80-100 Points): Global Powers (Dominant influence; highest strategic advantage)
- Tier II (60-79 Points): Regional Powers (Strong influence within their region; moderate global impact)
- Tier III (40-59 Points): Emerging Powers (Limited global reach; regional influence)
- Tier IV (1-39 Points): Developing Nations (Minimal influence; focused on internal affairs)
Impact on Gameplay:
- Higher-tier nations have greater diplomatic and military weight. Their actions carry more automatic influence.
- Lower-tier nations must rely on strategy, alliances, and advantage cards to offset their power deficit.
- Tier affects success rates of aggressive actions and influence attempts.
III. Round Structure
Each round consists of the following phases, modified by TPI influence:
1. Introductory Phase (Curator-Controlled):
- The Curator introduces a regional or global event. This sets the context and stakes for the round.
2. Multiple-Choice Response Phase (Strategic Choices):
- The Editor presents a set of multiple-choice options representing strategic responses.
- Nations select options privately (via DM to the Curator), considering their TPI rank’s influence on each choice’s success rate.
- Tier I & II nations: +10% success rate for military, economic, and diplomatic actions.
- Tier III nations: No advantage or penalty.
- Tier IV nations: -10% success rate, but can gain bonuses from alliances or advantage cards.
- The Curator reveals choices simultaneously and narrates their consequences.
3. Open-Answer Roleplay Phase (Diplomatic and Narrative Responses):
- Nations post public responses, aligning with their multiple-choice selections.
- TPI Influence: Higher-tier nations’ posts naturally carry more authority unless countered by creative or strategic responses from lower-tier nations.
4. Resolution Phase(Curator's Summary):
- The Curator evaluates posts, choices, and any advantage cards played.
- Outcomes are adjusted based on TPI tier, but creative roleplay can mitigate or enhance effects.
5. Special Phase (Optional):
- Occasionally, the Curatorintroduces unique challenges that may require open-ended, timed responses.
IV. Special Advantage Cards
Each nation begins with three randomly assigned cards, with effects modified by TPI. Cards can be played publicly or privately, depending on their type.
Example Cards (with TPI Effects):
- DIPLOMACY: Negate the negative consequences of a poor multiple-choice decision. (Tier I & II: Can use twice; Tier III & IV: Once only)
- INTRIGUE: Learn two other nations' multiple-choice selections before choosing. (Tier IV nations get an extra third reveal)
- BLITZ: Post before the Open-Answer Phase, gaining momentum and narrative influence. (Tier I: Guaranteed success; lower tiers require a convincing narrative)
- THE PRESS: Gain public support, increasing the Curator favor toward your outcomes. (Tier IV nations receive a +20% success boost)
- SURGE: Impose trade sanctions that limit a rival's options. (Success depends on both nations' TPI)
- DEFENSE: Neutralize one military threat action. (Tier I nations can defend twice per game; others once)
---
V. Interaction and Conflict Rules
- Nations may negotiate, threaten, or ally with each other during the Open-Answer Phase.
- TPI differences influence military and economic actions against other players:
The attacker’s TPI vs. the Defender’s TPI determines the base success rate.
- Tier I attacking Tier IV: High success rate unless countered creatively or with cards.
- Tier IV attacking Tier I: Possible, but requires strategic alliances, advantage cards, or exceptional roleplay.
- Individual actions are based on the rolling of multi-sided dice, and the above-referenced metrics or factors then modify the rolled number.
- The Dice are used as follows:
D20 - Success - Whether an action is more or less likely to succeed
D4 - Alliances - Whether another ally's score may be added to increase or decrease Success
D6 - Damage - Modifiable by Alliances
D8 - Whether a played Advantage Card is likely to succeed.
D12 - Whether a TPI Tier advantage may be negated. (Curator's Fairness Roll)
VI. Scoring and Victory Conditions
- Nations accumulate points based on success, creativity, and influence.
- TPI affects how many points actions yield:
- Tier I: Gains fewer points per success (expected dominance)
- Tier IV: Gains more points per success (underdog advantage)
Point System: - A RP may be designated as Points-based or Narrative Driven
- +5 Points: Achieving a round’s primary objective
- +3 Points: Successful military or economic action against a stronger TPI nation
- +3 Points: Successful use of advantage cards
- +2 Points: Creative, well-written Open-Answer posts
- +1 Point: Effective alliances or public diplomacy
- -1 Point: Poor or unrealistic decisions
IF POINTS, After the final round, the nation with the highest score is declared the WINNER.
IF NARRATIVE, The Curator Alone - or by regional consensus - may declare a winner or winners. All outcomes are CANON.
VII. Code of Conduct
- Rules are not strictly binding, and ultimate deference is given solely to The Editor in Chief/Curator
- Respect all participants and maintain in-character decorum.
- Avoid metagaming (using out-of-character knowledge in-character).
- The Curator rulings are final and should be respected.
