And TK finally replies to this thread...
Don't expect any illuminating thoughts however.
I mean it even followed me into I&B2, though it wasn't a world war as much as a massive regional war. REBEL SCUM
Oh boy, if so I'd hate to see what a world war would have looked like.
I admit to failing with IB2. It was just way too ambitious.
To be fair, early world wars only exist because most rulesets don't worry about that pesky three-syllable word "logistics".
Because it's just too much work. It's quite simple. Same goes for implementing more complex economic systems, realistic combat, believable world, etc. Even updating the map becomes a significant chore when you have 30+ players.
Iron and Blood was my first ever IOT. It is the standard by which I judge all other IOTs, but unfortunately very few live up to that high standard. For me it had the right mix of RP, mechanics, actual diplomacy, and a great balance of power throughout the entire game up to and including the point where GamezRule and I and our handful of remaining allies defied the odds and came out on top of the rest of the world.
Iron and Blood was a conscious effort on my part to create a type of IOT that was above all a game, with a clearly-defined ruleset and (initially) victory conditions, where stats and mechanics and calculations play a central role; in short, a game that stood in opposition to everything Thorvald believe in. However, I also wanted it to be a believable game world, hence the insistance on detailed country backstories, and the introduction of "events". It turned out rather better than expected even after I left, with by far the most successful GM transition in IOT history. Towards the end I rejoined the game as a player, and I found it highly enjoyable.
I did have a gripe against Iron and Blood, and that was I didn't think it was detailed or immersing enough. It was something I wanted to address in IB2. As had been my approach since IOTV, I added more rules, more game mechanics, and encouraged more players to play. It was overly ambitious; though less so in some respects than what kiwitt and I had planned initially. When I couldn't handle the game anymore, I thought I'd relaunch the game as a "classic" IOT; that is, no game mechanics, just roleplaying, but by that time interest in the game had died and, I guess, the idea of a pure-RP IOT was considered so absurd by this time that people weren't willing to even give it a shot.
That paragraph that Thorvald quoted me saying in the OP was part of a longer rant in which I talked about my problems with Iron and Blood, and concluded that everything that happened at the end of the game was terrible. I also concluded that a lot of it was kiwitt's fault, and wonder what would have happened to that game had tailless been able to GM it for the entire length of the game.
Probably not dissimilar to what kiwitt did. If anything it might have been more chaotic with me keep adding or removing rules to try to balance out everything.
Like kiwitt said, espionage was really overlooked. And IIRC, practically no one touched the espionage feature in IB2.
The problem is whenever someone has implemented game mechanics it has been (to my knowledge) either more territories = better economy, more technology = better economy or an industrial score entirely dependent on your capital or one of those where each territory has a score. Each of them creating more problems then solutions. In the past I have tried to either create multiple industrial provinces, or start with larger province scores as a way of curbing unrealism, but both of them ending with the players finding loopholes in the system and easily abusing it. Since then I have tried to keep as many game mechanics as possible hidden (just have lots of hidden modifiers) to prevent abuse but those have seen no popularity. We then get into the problem of technological development being based on the GMs perception. This I can't really complain about must when its a futuristic IOT, because lets face it, nobody knows the future, however this is more directed at IOTs set in the past (and specific reference to the popular industrial era IOTs such as Iron and Blood, IOT V, and others) where the GM doesn't have a perfect perception of history and creates an unrealistic technology tree (or doesn't have a tech tree)
With IB1 and IB2 I did not intend to model a realistic or even a semi-realistic economy; my goal was to present the
illusion of a believable world while keeping GM workload down. I admit that my grasp of economics is shaky, and my grasp of history is not as solid as some in this community would like to think, thus the aversion to implementing any game mechanic that goes in-depth into the minutiaes of economics, political ideologies, military tactics and strategies, etc. In Iron and Blood I get around the problem of economy being based on the number of territories, industrial score or technology by introducing random events and events and factions that grant various modifiers depending on player roleplaying. It's not perfect, but it makes the world that much more engaging, and that's the important thing in my opinion.