| Espionage | |
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| Tweet Topic Started: Nov 5 2014, 12:29 PM (21 Views) | |
| Administrator | Nov 5 2014, 12:29 PM Post #1 |
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Administrator
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Espionage and Secret Missions Secret actions are ordered by sending a PM to one of the staff or assembly members, who will then post it in the staff forum and run a calculation to determine the success of the mission. If desired, orders may be restricted based on who is affected: e.g., if Germany decides to send spies to Britain to determine the force strength of the fleet based at Scapa Flow, the mission can be flagged "No British" and no British player will be able to see it. This is so that staff members cannot misuse their privileges to gain an unfair advantage over other players. Orders for secret missions should include: - The date they were issued and/or when they will go into effect; - The location, if relevant, such as a specific city, military base, building, ship, etc.; - Any specific persons or agents, either in your country or in the target, who are relevant to the mission; - Contingency orders in case the mission fails or does not go as planned. The GMs will then confer and assign a chance of success to the mission, and a die will be rolled to determine the outcome. This can range from unqualified success of the assigned objectives to catastrophic failure. Depending on the result, the intended victim may also learn of the mission or the identity of the nation that initiated it. Detail is usually rewarded here, although players are encouraged to use this feature sparingly until the century progresses. |
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9:35 AM Jul 11