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GAMBIT Conflict Resolution System
#1
The GAMBIT Conflict Resolution System is a lightweight addition to diplomatic communiques to allow for fair resolution of a military, diplomatic, or political event between two diplomats. Here is how it works:

One diplomat begins a thread as usual and in their first post specifies the scale of the conflict in Force Units (FU). Diplomats should agree on the scale (amount of FUs) and scope (what is fair game) of the action beforehand. Diplomats post normally as before, but at the end of the post a diplomat can choose to make their post a GAMBIT, wagering an FU on the actions in the post. If a post is a GAMBIT, the diplomat appends 1d6 rolled for a total of: 3 (3) to the post and submits.

The other diplomat must then devote their next post to the counteraction, appending the post with 1d6 rolled for a total of: 1 (1) and submitting. The diplomat with the higher roll wins the GAMBIT, their opponent loses an FU, and the thread proceeds on from the events of the GAMBIT. In event of a tie, the diplomat with the higher word count communique wins the GAMBIT.

A GAMBIT thread ends when either one side runs out of FU or one player withdraws. This has whatever consequences are relevant to the thread (an army routs, negotiations are concluded with unfavorable terms for one party, an election goes poorly for one side).

EXAMPLE 1, MILITARY:
1. Esteemed Diplomat RED begins a thread with 3 FU, a military action by the robber-baron state of RED against the robber-baron state of BLUE. RED's post details the deployment of a tank battalion over the border. RED wagers an FU and rolls 3.
2. Esteemed Diplomat BLUE writes the counteraction, a scrambling of anti-tank helicopters from a local airbase. BLUE rolls 5 at the end of their post.
3. RED sees that their gambit has failed and notes they have lost an FU with 2 FU remaining. They write about the tank losses and start another gambit in the same thread, detailing mechanized anti-air units in the tank battalion targeting and firing on the helicopters. RED wagers an FU and rolls 6.
4. BLUE writes the counteraction, a post about friendly armor and air units moving up to crush the interlopers, and also rolls a 6! This tie is resolved by comparing post word count: BLUE's post is significantly longer than RED, and RED is punished for their hasty post by losing yet another FU.
5. RED notes they have only 1 FU remaining, and rather than lose embarassingly choose to abandon the assault. Their next post details the losses from the last gambit and the withdrawal of forces from BLUE territrory which consitutes a withdrawal from the thread. BLUE is victorious and immediately transitions to Pure Total Meritocracy to escape the evils of robber-barony.

EXAMPLE 2, DIPLOMATIC:
1. Esteemed Diplomat RED begins a thread with 3 FU, negotiations to determine the terms of a trade and customs union between the robber-baron state of RED and the robber-baron state of GREEN. RED's post details the opening of the summit and beginning negotiation on the first item, free movement of people within the union, where RED pushes their attempt to restrict all unvetted movement into their borders. RED wagers an FU and rolls 5.
2. Esteemed Diplomat GREEN writes the counteraction, making the case for free movement and calling in favors behind the scenes. GREEN rolls 3 at the end of their post.
3. RED sees that their GAMBIT to keep a free movement clause out of the union has succeeded and acknowledges this in their next post, writing the remainder as another GAMBIT about the next item, the amount of foreign fishing allowed in national waters. Hoping to completely abolish the practice, RED wagers an FU and rolls a 2.
4. GREEN writes the counteraction, proposing that union members have the ability to purchase natural resource rights just like native businesses. GREEN rolls 4 at the end of their post.
5. Seeing that they won the GAMBIT, and wanting above all else to secure the free movement of peoples across the union, GREEN seizes the initiative before RED responds with another GAMBIT reopening the subject and wagers an FU, rolling a 5.
6. RED writes the counteraction, rolling a 3. RED now has 1 FU and GREEN has 2 FU. Going all or nothing, RED reopens the subject a third time, rolling a 4.
7. GREEN writes the counteraction, rolling a 3. Each side now has 1 FU. GREEN pushes the subject one final time, rolling a 1.
8. RED writes the counteraction, giving it a longer post than GREEN's to ensure he wins even in the event of a tie. RED rolls a 3 and the conference is ended. At this point, the trade union negotiators have only setted two matters under great contention. From here, the diplomats may wish to conduct a second summit, focus closed-room talks on contentious issues, or pull out of the union talks altogether.
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Messages In This Thread
GAMBIT Conflict Resolution System - by STRATCOM - 06-25-2018, 06:33 AM
RE: GAMBIT Conflict Resolution System - by Ayzek - 06-26-2018, 09:45 PM

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