- Mar 4, 2007
In the Heart of Darkness, players take control of a major world power during the 19th century, guiding it through alternating periods of long-term development and short crises. They will guide their nation through a century of immense change: industrialization, war, and revolution at home, and conquest and exploitation abroad.
Time advances in turns, with players submitting orders for each turn and the moderator processing the orders and drafting an update on the results. Players are responsible for submitting simple spending orders every turn, in addition to optional participation in crises and world-building.
After the initial start, there will be two types of turns:
- Development Turns represent multi-year turns in which long-term investments are made in your nation and society. Players receive action points to influence their development during this period. Action Points are assigned based on the relative strength of the nation at the start of the turn.
- Crises are short, immediate conflicts between two or more Great Powers. Players receive line up on one side of the crisis or another. They are expected to wheel and negotiate an outcome to the crisis, or, reject negotiation and settle it with blood.
For Turn Zero, I’m looking for 5-8 Great Powers. There will be several rounds of development, beginning with initial pitches and then more detailed descriptions of the nations, shared lore, and initial spending.
Spoiler Initial Pitch :
In your initial pitch, you are asked to target a date of approximately 1820, with no major historical divergences before 1750.
Because of the time period, there will be a strong bias towards certain concepts.
- Great Powers are expected to emerge from certain regions.
- It’s almost certain that Great Powers will emerge from Britain, France, and Russia.
- Other European powers, such as Spain, Italy, Germany, or the Balkans, will have a strong preference.
- There can be multiple German or Italian powers due to historical disunity.
- There is potential for non-European powers in East Asia, India, or the Americas.
- It would be a hard sell for an African power.
- Great Powers will have a clear line of descent from the pre-existing political structure and be able to justify any changes.
- Major changes will require commitments to make commensurate investments in Revolution and Reform, below.
- Plausibility, does this nation fit well within the confines of the game and setting?
- Capacity, does this nation have the sufficient resources and political structure to act as a Great Power?
- Quality, is this Great Power well-written and interesting?
- Integration, can this nation easily interact with the other Great Powers?
- Mutual Exclusivity, does it overlap with another Great Power that fits my requirements better?
Spoiler Starting Spending Options :