View Full Version : A World at War: A WWII strategy RPG ruleset

2008-04-20, 12:30 PM
World At War is an alternate history WWII strategy RPG i've been developing, i'm just wondering if you skilled RPGers here at GitP could give me a hand. He's what I have so far for the ruleset:

I. Getting Started
II. Population
III. The Industries
IV. The Resources
V. The Units
VI. Battles

To start a nation in World At War, you need to do a few things.

1. Take a look at the map, and pick yourself out a country - you start with 3 regions. Make a post stating the claim.

2. Don't bother waiting on the map to be updated, it will happen when it happens. Go ahead and Make your nation's page. Check out some other nations to get an idea of what you need.

3. Order your begining military. Upon creation you get 2,500 Industrial Units to spend. Don't bother keeping some in reserve, they expire on the next turn.

4. Join the Game!

Population is the basic resource in World At War. It can be used to do anything from farming to building cars to fighting. A region's population is marked on the key beside the map. When conquering a region it will have a pre-existing economy, you may either tear apart this economy or reappropriate resources within it to create a new economy, thus making the region produce nothing for a turn (one week), or you can decide to keep this economy the way it is.

A population has varying degrees of happiness, based on a 10 point scale. At a 1 on the scale, the populace is out for blood and openly rebelling in the streets, with a 10 on the scale the population is openly expressing their love for the party and leadership. This is an element that is run by one of the game moderators, in an effort to keep fairness, the mod won't mess with his self or his enemies.

Here are several industries that you may place your population in, these industries produce many things with which you will use to run your country.

- Agriculture: Feeds your population, can also be sold to others who lack a good agricultural base.
Produces - 10 'Food' per population point working in Agriculture

- Army: Drafting troops into your army increases your troop levels.
Produces - 100,000 soldiers. This removes the population point from the region and can never be re-assigned. These troops still eat.

- Arms Manufacturing: Arms manufacturing represents everything from firearms to vehicles of war. Each population put into arms manufacturing produces 1 Manufacturing point each turn, which represents the production of that turn. These points can be used to purchase vehicles and weaponry for troops. THESE MUST BE SPENT BEFORE NEXT TURN OR THEY DISAPPEAR, THEY DON'T ACCUMULATE.

Each Manufacturing zone reduces happiness by 1.
Every Arms Manufacturing zone consumes 1 iron and 1 oil.

- Goods Manufacturing: Goods make your people happy, but manufacturing them makes the environment foul and your people unhappy. A single population point in manufacturing produces five units of common goods. There are several different good types, based on the resources you feed the manufacturing zone. Each different common good increases happiness of one population point in a region by +1.

Goods: Wood Products(wood), Electronics(copper), metal products (iron), automobiles (Oil+Iron), jewelry (gold), silverware (silver), wine (grapes)

Each manufacturing zone reduces happiness by 1.

- Resource extraction: Some regions have a major resource related to it, capitalizing on these resources is essential to maintaining your industry. These can be given away, bought, traded, what have you. Each population employed in resourcing provides 10 units of resource for its associated industry. It only takes one resource per manufacturer (not per good).

Resourcing regions are unhappy regions, each population point spent resourcing reduces that population's happiness by 2.

- Services: Another way to make your population happy is to provide them with services, this is in the form of everything from public transportation to trash pickup and electricity. Services can service 25 population for each population in them. Services cannot be traded or exchanged, workers in the service industry aren't particularly unhappy about their work.

Services Increase happiness by 2 for the region their in if they cover the entire region.

- Health care: Health care is something that you can never have enough of, and something that is hard to find a balance with. In the game health care will increase population growth by enlonging someone's active life and decreasing infant deaths.

Gold: Used to make Jewelry (Happiness)
Silver: Used to make silverware (happiness)
Copper: Used for electronics (happiness) and producing advanced machines (planes and boats)
Iron: Used for making automobiles (happiness, along with oil) and producing tanks and ships
Wood: Used to produce furniture and other goods (happiness)
Grapes: Used to produce wine(happiness)
Oil: Used in the manufacture of automobiles, tanks, and planes. Without access to oil, all existing vehicles will be worthless.

*Groups of 20*
Armored Vehicle (armored cars, tracks, apc's): 1 IC
Light Tank: 2 IC
Medium Tank: 5 IC
Mobile Artillery Unit: 7 IC
Heavy Tank: 10 IC

Assault guns: 1 less than their tank counterpart

Ships (cost may be modified based on ship class. Ex: A Yamato class would cost more than a standard Battleship)
Aircraft Carrier: 120 IC
Battleship: 120 IC
Late-Submarine: 40 IC
Cruiser: 40 IC
Submarine: 15 IC
Destroyer: 15 IC

*Squadrons of 20*
Fighters: 10 IC
Close Support Aircraft *divebombers* : 15 IC
Cargo plane (paratrooper transport): 15 IC
Escort Fighter: 20 IC
Naval Bomber*can use torpedoes* : 20 IC
Medium Bombers : 25 IC
Tactical Bomber: 50 IC

Anti-Air defense battery: 3 IC
Emplaced Artillery: 5 IC
Fortifications: 1 IC/10 miles

Recruiting a unit of troops from the population provides 5 divisions of 20,000 each. Initially, these men are armed with Rifles, but this can be upgraded. (each division is modified separately)
Equip with SMG's: 1 IC
Equip with Assault Rifles: 2 IC
Equip with Light Machine Guns: 5 IC
Equip with Anti-tank weapons: 5 IC
Attach a Engineering Regiment: 10 IC
Attach an Anti-Air Regiment: 15 IC
Attach an Heavy MG Regiment: 15 IC
Attach a Tank destroyer Regiment (AT cannons): 15 IC
Train as Marines: 1 IC
Train as Airborne: 2 IC
Train as Elite Infantry: 3 IC

A battle begins when the armies of one or more countries invade another country's region. All players will elect a battle-moderator, a hopefully unbiased observer who determines the battle's outcome as well as commands NPC forces and the outcome of individual skirmishes during the day. Overall the battle-moderator is similar in role to the GM of D&D games.

All players involved in the battle will initially PM their battleplans to the moderator. The mod will then make a post outlining the dispositions of each forces, reinforcements en route, and each force's initial manuevres and the results of them. Each player will then make their own post, RPing their unit's reactions to enemy movements and their evolving strategy in the battle. When all players have made this post, the moderator posts again, taking into account unit size, strength, quality, equipment and morale before giving the results of the skirmishes. The process repeats until a final outcome to the battle is reached.

So what do you think?

2008-04-20, 09:40 PM
I think that an nation-scale wargame probably needs a more detailed combat ruleset, rather having a GM-like player. It doesn't even need to be anything that detailed; just have military intelligence rolls to determine who can make first strikes against what, force engaging units to state tactics beforehand, and make a series of rolls (modified by relative tactics, relative strengths, and support by secondary units) to determine victors in skirmishes over a variety of victory locations. So the Normandy beaches might be four different victory locations; the allies would need to win at at least one of these to advance. They could drive to Paris, but the Germans could halt them and engage in battles here. Then Paris itself might have several different victory locations requiring several battles if the Germans tried to defend it. Just my opinion though, and I don't mean to impose it if I'm misunderstanding your aim.

How big are regions?

A few nitpicks:

A significant difference for ships will be the sort of electronics they have available.

Why do escort fighters cost twice as much as fighters? Most of the cost would be in development, unless you're talking about heavy fighters. I say make heavy fighters 20IC (mostly due to the cost of 2 engines) and standard fighters 10. Then for some semi-random development cost, the nations can work towards single-engine long-ranged fighters.
What about carrier aircraft? There is a big difference between using a Bf-109T and a A6M on an aircraft carrier.

I think your costs are off for infantry weapons. Your costs to train them for specialized and difficult roles seem minuscule compared to the costs to add basic elements like machinegun and anti-tank support. I assume you don't mean to have those represent outfitting every soldier in the unit with AT weapons or LMGs, correct? What about SMGs and Assault Rifles, because those seem like things you would outfit every soldier with, and so would be more expensive than outfitting a minority with support weapons. Or did you mean to only give SMGs and Assault Rifles to the officers? What about the Red Army, where many troops carried the PPSh-41?
You forget light artillery, such as mortars. Also, you make no distinction between a bolt action rifles and semiautomatic rifles. How about adding mechanization to infantry units?

2008-04-21, 07:33 AM
The rules could use some more details, but as a concept it is quite good.