Multipolarity IV Signup Thread

Mongolia

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Government: Parliamentary Semi-Presidential Republic

President: Ulagtor Khan

Prime Minister: Ux-Battaaar Lee

Parties:

Democratic Party of Mongolia (Ruling Party)
Republican Party of Mongolia
Communist Party of Mongolia

Nationalities: 97% Mongols, 3% others

Language: Mongolian
 
Just to add my quick agreement to the LHC and DT - I do think that NPCs are getting a bit too much love at the moment. To release a map and list before the game has even finished sign ups is slightly excessive. I really think that the space should have been left blank until after sign ups concluded and all the players were in place. In my games (with the one exception of the Birmingham Trade League - which was important to the plot of that game) I've always done NPCs once I've finished sign ups. The Players should shape the NPCs not the other way around which is what I feel is happening right now in this game. The whole Idea of an NPC GM seems to me to change the focus of the game from PCs to NPCs which is absolutely the wrong thing for a game to be doing.
After all Players are always more Important than NPCs.
 
I respect the decision on the NPC traits.

As for the NPC GM: my purpose is to aid the GM and to provide experiences for the players. The players will have dominating voices, just that I wish to see the NPCs alive and full of energy. Thankfully I think I am able to help with that... under the GM's wishes of course.

The focus of the game is for players... and for them to engage in a political world. NPCs are design not simply to fill empty space but empty spots for engagement. It adds to the RP and the power play, especially over the influence of small buffer states... or if you wish the conquest of said buffer states. This is a grand experiment. If your concerned of how quick NPCs come to be then I will bow in apology. Since it has been done however I will try to ease the damage as possible by settings plans for the NPCs to allow the players to conduct story and influence gaining.

Think of the NPC GM as a aid to the primal GM. I will help with NPC interactions and with their plans. The primal GM will have final say but I will do my best in service. If you lack faith in my operations then I hope to earn your faith in my work. You are my employers in this game and I am the employee who will help ensure that the NPCs are well set to allow the primal GM more time to consider mechanical considerations and experiments.

I stand before judgement!
 
It seems that this will end up like MP2.
 
I'm cautious of the idea of an NPC GM to start with, particularly given the tensions in MP2 over the exact powers the Main GM, the NPC GM, & the Players had over client states. As such, I must vote NAY to NPC traits.

I also disagree with Ailedhoo on the exact role of NPCs in the game; in my opinion, they should simply be empty spaces on the map without much in the way of personality.
 
I also disagree with Ailedhoo on the exact role of NPCs in the game; in my opinion, they should simply be empty spaces on the map without much in the way of personality.

Pretty much. NPCs should be little more than blank zones you can engage diplomatically with.
 
So just land to conquer? Like empty spaces?

I think we should consider NPCs not as empty spaces or we may as well just as empty places of claimant. Since that would be less interactive and less challenging however I agree with the existence of NPCs in TaniIOTs.

Multi-GMs can work... if played out well. We need simply to do some... experiments.

Let no MP2 cloud your observation of my performance. I ensure you that the controversies of MP2 will not be repeated. Do not condemn a system for one occurrence.

To this end I am tasked by Tani with managing the NPCs with personality. NPCs help give players objectives and considerations, as well as rewarding cleaver power play more so. Simply blank NPCs is a possibility but that would make the NPCs boring, bare in mechanics. As a figure who wishes to see IOT and NES stand side-by-side I think we should enable considerations of personalised NPCs. Such as why Tani choose a NPC GM perhaps: to organise the NPCs on the GM's behalf, adding more magic to the experience. If I fail then at least we will get a laugh from the experiment and can take the experiment in consideration of the evolution of IOT.

The MP series has been one which NPCs, with or without NPC GM, had a role in the story, starting as simple clients. I hope to make them actors for the players to interact with. Sometimes you must give change a chance.
 
A dual-GMing system can work, and so can NPCs with goals - the problem arises when the NPCs cause more of the changes in the game than the PCs do.

I personally am eager to see how this works out.
 
So just land to conquer? Like empty spaces?

Yes. I see nothing wrong with the idea that in most IOTers, players do a good job in sorting themselves into major and minor countries.

I think we should consider NPCs not as empty spaces or we may as well just as empty places of claimant. Since that would be less interactive and less challenging however I agree with the existence of NPCs in TaniIOTs.

I did say empty places that have a military and can engage in diplomacy.

Multi-GMs can work... if played out well.

I could fly, if people could fly.

NPCs help give players objectives and considerations, as well as rewarding cleaver power play more so.

You're right. Players are known for not setting their own objectives and considerations.

Simply blank NPCs is a possibility but that would make the NPCs boring, bare in mechanics.

Which they should be 90% of the time. NPCs should always be minors that serve the whim of whoever backs them and have the personality of whoever is backing them.

As a figure who wishes to see IOT and NES stand side-by-side I think we should enable considerations of personalised NPCs.

You're not really doing personalized NPCs, but rather just stealing personalities from pop culture and saying you're doing personalized NPCs. What is the difference between a NPC ran by a cartoon character and a NPC that acts mechanically? No one is going to say the CivIV AI was organic any time soon.

The MP series has been one which NPCs, with or without NPC GM, had a role in the story, starting as simple clients. I hope to make them actors for the players to interact with. Sometimes you must give change a chance.

And, in most cases, staying as simple clients. I don't think anyone really cares about the personality of their clients as long as their clients shut up and do as they're told, which they should.
 
A dual-GMing system can work, and so can NPCs with goals - the problem arises when the NPCs cause more of the changes in the game than the PCs do.

I personally am eager to see how this works out.

I am as well, it has the potential to be interesting. However, it does have the potential to be chaotic as well...
 
NPCs should always be minors that serve the whim of whoever backs them and have the personality of whoever is backing them.

^This.
 
I am as well, it has the potential to be interesting. However, it does have the potential to be chaotic as well...

Just because it could cause chaos is no reason to abort it - nothing ventured, nothing gained. I'm personally happy the NPCs are out of this particular game GM's hands, although I will become far less happy if the NPCs start to draw the ideological lines - PCs lead, NPCs follow or refuse to follow.
 
You're not really doing personalized NPCs, but rather just stealing personalities from pop culture and saying you're doing personalized NPCs. What is the difference between a NPC ran by a cartoon character and a NPC that acts mechanically? No one is going to say the CivIV AI was organic any time soon.

Oh wow, Son captured my opinion of these NPCs perfectly in this paragraph. I want a world populated by interesting NPCs with their own agendas and such. However, these nations run by pop culture icons ruin all immersion I could possibly have in this world. If feels that, with these characters, I'm not dealing with a nation but a highly powerful person. It doesn't matter what government they have, the socioeconomic position they have, or even the ethnicity; it just ends up me dealing with Max, Zoidberg, and the effing Administrator.

If you have a NPCGM, make actual countries, not people. I want the world to be immersive, with diverse governments and ideologies I have to deal with in order to maneuver myself to the top position of the world. I want an absolute unique world, with its own characters and plot. What I don't want to see is a half-assed attempt of creating a "world" by plagiarizing historical figures or pop culture, plopping them inappropriately, and then not develop their own nation besides "Hitler rules Madagascar LOL". If you do that, you mind as well not bother at all.

Also, this whole "vote" after Tani said no to traits just further makes me distrust Alied as NPCGM even more. I already said on chat that I'd perfer someone else, and I'll make it public here now. I don't have any ideas on who could replace him; my idea of Thor returning was shot down by Tanny. However, we can cross that bridge when we get there.
 
Wow there was quite a bit of discussion while I was absent. Alright then, let me throw in my two cents.

As for NPCs filling the map early on, that was after we got 20 signups; I had the game designed for 20 signups.

On any concerns of the NPCGM, I vet any extreme choices. MP2 had the GM and NPCGM being nominally equal, never mind a huge mess over who had the most say over a client - their suzerain, the NPCGM, or whatever NGO happened to be established there. While NPCs do have the ability to nationalise assets or refuse to be cliented (as in it takes more than just money to win them over), they cannot deny a player influence points in the country. If an NPC becomes intolerable enough, players can work together to coup them, however. Think Iran, minus the blowback a few decades later.

I am satisfied to see how the NPC traits vote turned out, for the simple reason I institute traits primarily for the benefits of players. I want to keep the focus on players - while minor countries like Iran, North Korea, Cuba, etc. have managed to make waves in the real world, generally it is still the big ones that make the large ones. We have a handful of regional power NPCs, and I think they'll do a well enough job to keep things interesting on the NPC side of things.

Never mind, having to only really give a few NPCs focus will probably be good for Ailedhoo's sanity.

A major reason the NPCGM system of MP2 did not work out was the bureaucracy of it all. Thorvald had to outline every NPCs spending, and then I had to put that in my spreadsheet, and overall it just became really cumbersome. Ailedhoo and I are going to set all NPCs at a set percentage for each spending type, which will apply every turn and will be a matter of copy/pasting. It will be much simpler, and barring circumstances such as feeling threatened or war, the percentages will stay exactly the same each turn.
 
I'd say give Ailedhoo a fair go at being assistant GM manager. If he proves unequal to the task or overly annoying, he can be unceremoniously ditched and the problem would be resolved.

On the ridiculous use of pop-culture figures as national leaders. I think its stupid, but I don't actually care all that much. It would be better if the whole concept of national leaders was ditched and we returned to having simple nations solely being identifiable solely by their location, colour and political/social/governmental systems/attitudes. At least then people can create their own conceptions of how nations are in their own mind, rather than thinking of Zoidberg every time they have to deal with a certain European nation.
 
What about bonuses given to whoever the NPC is aligned with?
 
updated my country's history along with the adjectives describing my nation accordingly :D Link
 
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