I believe it is undesirable for a mod to have a 'purpose' in mind, it can lead to forced outcomes. I'm happy to just setup the scene for whenever it is the 'BT' ends, which would largely be left up to the players. I would be willing to go to shorter turns with more statistical data but with known institutions when they want it.
This I hope will give players a grounding in both the limitations of whatever state it is they choose institutionally wise and give it a history to work from. Statistics will be increased as well so players can make discrete apportioned decisions based on income or whatever as well.
The net aim is to give the intangible elements a bit of a flogging
Have you thought about structuring BT orders so players have a limited number of paths to follow during the BT?
I don't really want to have people focus in one particular area. I will however have institution 'points' which will limit the player a little bit. Most institutions will be multi disciplinary anyway, I've settled on a vertical separation instead of a horizontal separation if that makes sense.
The problem with that is that it makes BTs take much longer to process, as there needs to be a process of back-and-forth between the players. This isn't necessarily a bad thing--but if a BT is meant to be a quick-and-dirty jumpstarting of the NES to a more interesting period, this probably isn't the way to go.
It's a 'BT' in inverted comma's its meant to cover a broad sweep of time, but not necessarily in a quick-and-dirt style. It will be more time consuming, but I've accepted that.
Yes. Masada's "dynamic BTs" are more suited to a SymNES or Daft's Alternate Timeline Building Experiment, where rapid progression and heavy player input are both desired.
Daft didn't focus on institutions and covered a period of history far quicker than I would, he also accepted minimal player input which is fine, he ended up with a solid approximation of what I want, a dynamic history.
SymNES was the opposite means of going about what I'm going to do, it was very numerically statistically orientated, mine will be heavy on text and light on numerical statistics.
"what would this protracted war(s) to this nation's society?"
"This nation has had a multitude of governments within this NES, what would that do for the long-term stability of that society?"
And so on, taking into account the effects upon culture due to the events of the "Interesting Times." Like jalapeno says though, if you just want a quick fix, this would not be the way to go.
Essentially EQ that is what I will be doing, the main difference is I will be looking at the institutions that underpin the result of a protracted war, or institutions which might feed internal political instability.
I shall initially be focusing on a geographically isolated region for a dry run just to test the ruleset and to refine it if necessary. I can then expand it to other regions if I should feel so inclined. This will be a 'cradle' with the possibility of other cradles either being already developed for interaction, or to be created relying on the fact that the initial cradle will have minimal influence on the others due to its isolation.