What is a character?
The character can be a head of state, minister, general or any other persona you use to represent your state in the international forum within a game. There can be one or more characters, used in combination or individually, and with varying story lines and background stories which may or may not be adopted. Your character will represent you in all state affairs, whether it be the sending of diplomatic messages or posting of articles, or negotiation of treaties and pacts. Your character will also be subject to any events that take place during the game, and will have to be played within reasonable limits of realism.
Example: Tsar of Russia Aleksey Mikhailovich I (head of state), General Alex Summers (chief of armed forces)
What are functions of a state?
This list can be neither complete nor exhaustive. It includes any and all functions of a nation, like declaring war, peace, trade pacts, military alliances, Memorandum of Understanding (MoU), holding military exercises, diplomatic communications, official press releases, declaring ultimatum, state of emergency etc. These events must be used realistically, such as they would in real life, and also in conformity with the game system, as playing realistically without regard for the constraints of the game is not viable.
Example: India and Russia holding a joint military exercise. To be realistic, both nations release units to the said territory to hold the exercise. However, since this will involve the units being deployed elsewhere and otherwise occupied, such an exercise is likely to be concluded quickly, in keeping with the constraints involved in the game mechanics. The conclusion is not because of a rule of thumb, but because not pulling your troops back will mean they are not where you want them to be, which is a situation you must avoid. If it means nothing to you, you may leave your troops in neutral territory.
What are events and scenarios?
Events are the occurrences that are controlled by a single nation. The appointment of a new Air Chief Marshal of Italy is an event, that is cast by the player controlling Italy, using his various state functions and his character. It cannot be influenced from outside directly, though diplomatic pressure may be put of the player to cast events favorably to other parties.
Events can, however, influence other players actions, by working to change the balance of power.
Example: Italy declaring the dissolution of parliament is a event. It may be forced by another country, remaining anonymous, by way of diplomatic pressure, and to avoid further damages, which will relegate Italy to a weaker position according to the game mechanics, Italy may conform. The importance here is that the event is the en-action of the action Italy would take to avoid incurring damages that would otherwise happen, and the original action being something that would take place in the normal course of a game, RP or otherwise.
Scenarios are group events, which influence and are influenced by more than one nation/player. Such events hold much greater influence on other players than a normal event, as they serve to change much of the prevalent Geo-political scenario on the map and shift the balance of power considerably. Hence they are herewith termed 'Scenarios'.
Example: Forming an alliance between two nations. Such an action would have a widespread impact, as players seek to either form rival alliances to counter them, or seek to to gain the favor of the nations currently allied to each other. It will serve to create much tension and fuel further events and scenarios. Such actions will be taken in response to these scenarios because of each players wish to either maintain the balance of power, or shift it in their favor.
Events and scenarios combine to form the basis of the game, and create tensions and fuel further events and scenarios, which will provide the material for further RPing the game. They must be used with care and realism, and at the same time in a manner that will not be self defeating or serving to subside the predominance of the game mechanics.
Example: Making an event whereby a player gives all his resources to another is possible, however, such an event is not realistic, and will stand harsh penalty from the game mechanics. On the other hand, giving resources to appease a player and gain peace is both realistic and true to the game mechanics, as avoiding war might be favorable in future consideration.
Did you have a S1914 name?
), you have two very different ideologies (USA and USSR). You have a number of nations (all others) that have ideologies that are anywhere between the extreme ends represented by USA and USSR. This should form the basis of how the game sets up.