American Assembly OOC Thread XVI

Post » Mon May 27, 2013 11:41 pm

Introduction

War, war never changes.

The North American continent now stands at a crossroads more than 200 years following the Great Atomic War of 2077. Various nations have sprung up in the post-war world and each follow their own creed, ideology and national identity. Some seek power and others seek wealth. While some seek religious enlightenment.

Ten years following the events of Fallout: New Vegas, the Midwestern Order made contact with the various peoples of North America, bringing word of a great gathering of people's for the purposes of diplomacy. Thus have begun the great American Assemblies.

From the dazzling neon paradise of New Vegas, to the rebuilt streets of Washington D.C., and from the cold arctic north to the warm tropics of Mexico you will take control of one of these great post-apocalyptic nations and lead them to dominance, or defeat. You will use diplomacy, trade, political intrigue, and of course: war to further your goals. How you choose to lead your people is up to you, and the fate of North America lies in the hands of all.

The following rules have been agreed upon:


1. War is always a possibility, ensure however that you are prepared to face the consequences. When attempting to conquer or wage war with other factions take distance and other geographical factors into consideration; for example, a west coast nation wishing to deploy it's navy to the east coast would have too do so by circumnavigating South America which would obviously have consequences for your plans.

Be advised: there are consequences for attempting to 'bite off more than you can chew.' If you attempt aggressive and unheeded expansion: be prepared to face such crises.

2. Do your best to use proper grammar, spelling, and punctuation, it’s easier to read and understand and makes everything look better; in-addition it’s also hard to take delegates seriously that don’t use it.

3. Your representatives are still characters and individuals, give them personalities, backstories, interests, and feeling.

4. Please inform the rest of us if you intend to leave. The current agreed upon time for leaving without notice is one week. Beyond that, if you do not give a reason for your absence your nation is forfeit and will be dealt with accordingly. Either by someone else taking it up, or (more likely) your people becoming conquered by the opportunism of others.

5. Do not be overpowered, a point which cannot be enunciated any further. What constitutes as over-powered behavior will often be determined in these out-of-character threads and will be discussed accordingly; present your case for your actions as see fit.

Current Map of North America: http://i.imgur.com/JEpb3YA.png

Faction Sheet Template:

Spoiler

List of Nations (Factions with no names by them are officially open, creating new nations is possible):


1. New California Republic - (Bosmight)

2. Free Economic Zone of New Vegas - (Lt. Andronicus)

3. Winnipeg Empire- (Padawan)

4. Republic of Alaska - (Crimson Paladin)

5. Northern Canadian Union - (tybat11)

6. Khan Empire - (Tiber Septem)

7. Holy Midwestern Empire - (TheLoneRanger)

8. Texas Republic - (Han Shoots First)

9. New Confederate States of America - (himynameislonewanderer) Considered Inactive

10. United States of America (Enclave) - (Aldin Kiris)

11. Capital Union (Lyon's Brotherhood) - (Open)

12. Ontario Military EMpire- (fascist123)

13. Caribbean Empire - (GatorG.E.C.K.) Considered Inactive

14. The Syndicate- (The Enclave) Considered Inactive

15. Democratic State of Tampa (brusingwarhawk) Considered Inactive

16. Dominion of [Vancouverite] Columbia - (Unitary Columbian League/Vancouver)(MouseKing)

17. Sierra Madre (Vault Ninja)

18. Ymmur- (Fisheye98 is back in business baby!)



See the OP of this thread for factions sheets: http://www.gamesas.com/topic/1454633-america-assembly-ooc-8/

--------------------------------------------------------------------------------

Flags of Nations/Organizations-

Nations:

http://images.wikia.com/fallout/images/archive/6/67/20110415155432!FNV_NCR_Flag.png

http://imgur.com/1bLancr

http://images.wikia.com/fallout/images/d/db/BOS_logo_%28gold%29.jpg

http://fallout.wikia.com/wiki/File:USA_Flag_Pre-War.png

http://imgur.com/sjn1buo

http://www.alternatehistory.com/discussion/attachment.php?attachmentid=150991&stc=1&d=1313860490

http://www.50states.com/flag/image/nunst070.gif

http://imgur.com/zIqD2lG

http://imgur.com/4w8UJHT

Alliances:

The North

WISP

ECA

Other Groups:

-Free Economic Zone:

http://imgur.com/wJBGsFq

http://imgur.com/tsAcy4c

-NCR:

http://imageshack.us/f/189/ncafflag.png/

-http://img834.imageshack.us/img834/7741/crimsoncorporationflag.png

Recent Developmens-

-The Sierra Madre, Free Economic Zone, NCR, and Unitary Columbian League form the West-Coast Inter-Strategic Pact.

-Texas, the United States (Enclave), and the Midwestern Order form EPSILON/ECA.

?Misc Information:

-WISP Statutes

Spoiler

ECA Statutes

Spoiler
User avatar
Carlitos Avila
 
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Post » Mon May 27, 2013 8:41 am

I vote no, it makes zero sense from an in-game standpoint and it destroys the small nuances that are the few things retaining the Fallout of these Assemblies/Conventions. It's also rather pointless.

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Jack Moves
 
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Post » Mon May 27, 2013 9:01 am

I'm afraid I'll have to go with a no as well. While I can see it making sense in a way, I'm in complete agreement that it would take away from being Fallout and the fact that it's a bit trivial, since Brahmin work just as well. Seems like a waste of effort to me.

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jesse villaneda
 
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Post » Mon May 27, 2013 4:36 pm

I would have to go no as well, unless this is a ten year or so project, which I doubt this series will last more than ten summits.

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Jessica Raven
 
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Post » Mon May 27, 2013 9:15 pm

Yes Lt., make the MW more powerful than they all ready are.

Lol.

I have a feeling the MW might try and take over the world in the name of Barnakisism.

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Rebecca Clare Smith
 
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Post » Mon May 27, 2013 10:28 pm

Taking more land in Montana isn't going to make them more powerful at this point. I think they are pretty much maxed out. :tongue:

Nothing against Loneranger at all (I RP'd them myself very similarly myself). But I think next convention, a serious round of nerfing is due the Midwest. I hate to say this, but I think maybe splitting it into two factions or something might be necessary.

Or we might have to not go with the Barnarky ending maybe.

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Rob Smith
 
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Post » Mon May 27, 2013 7:47 pm

If they were under someone else's control, maybe. But, luckily for you guys ( I guess ), I'm not a crazy warmonger.

If this were a fan-fic, indeed they would. But, this is an RP and having nobody to RP with would be boring as all hell.

Also, it's Barnakyism. :tongue:

I'm playing them and I agree, there's no way the Midwest could get more powerful. I mean, it's just not reasonable.

I'd be very reluctant to see it, since I do like the Midwest so much. But, it might be due, for the next series.

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NEGRO
 
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Post » Mon May 27, 2013 7:33 pm


We're voting on whether or not Ninja's idea of destroying mutated animals by genetic engineering will go through.

So far it's:

Yes - 0

No - 2

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Horror- Puppe
 
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Post » Mon May 27, 2013 9:40 am

Its Yes - 0

and No - 3 (Myself, Aldin, and tybat)

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Jesus Duran
 
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Joined: Wed Aug 15, 2007 12:16 am

Post » Mon May 27, 2013 4:22 pm

Oops, I forgot Tybat.

So, it goes as Mouse said. 0 - 3 in favor of no.

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Steve Smith
 
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Joined: Sat Jun 30, 2007 10:47 am

Post » Mon May 27, 2013 8:29 am

Is it fine if I just clone normal animals without destroying the mutated ones? I was also planning on building more G.E.C.K's to go with that.

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james kite
 
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Post » Mon May 27, 2013 8:18 pm

Why don't we just make the MLA more powerful? Besides, without Barnaky they would be more powerful.

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Mylizards Dot com
 
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Joined: Fri May 04, 2007 1:59 pm

Post » Mon May 27, 2013 4:45 pm

I'd think so anyway.

I'm not sure about the building of GECK's either. That's just me though.

And with that, I'm off for the night. Tomorrow the Midwest and the others can finish the war-deal.

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Guinevere Wood
 
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