The Democratic Freikorps Quest: Das Korps der Demokratie

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It looks interesting.
The denglish/halftranslatedness of "Das Corps of Democracy" is kinda annoying, but that is something i can live with for the interesting premise
I just used google translate and I'm asking a friend for better translations.
 
Do we really want to start off with the drifters that the Captain gets?
They aren't drifters per say, but a lot of those soldiers are on one end of traumatized, stressed and alone. Sometimes all three.

Expect to have to deal with desertion and poor morale for the first few weeks while everything starts setting up.

And the board is set.

After all all these starting scenarios have their pros and cons.
It's really not that bad. We can deal with our disadvantages. And honestly, I think a Tale of weary and tired Soldiers returning home after four years of senseless bloodshed and trying to find a cause worth fighting for would make for an interesting and compelling story.
Well it ain't the Black Company but I will certainly try. Mostly because I have absolutely a boat load things that need to be done once the creation is over and turns begin.

I just hope that these men can deal some very German problems.

Most notably of the kind that need to be dealt with.
 
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From my experience it shall be chaos but if we sacrificed to the lord we shall have good roll

[x] Plan: The Eagle flies
- [x] The Captain
- [x] Reichsbanner Deutscher Adler ('German Eagle')
- [x] Magoose Dice
 
@Magoose
What is your policy on votes split by the tally bot?
Do you consider
12 people have voted
[X]A few good men doing their best
and
3 people have voted
[X]A few good men doing their best
-[X]The Lieutenant
-[X]Reichsbanner Schwarz-Rot-Gold
-[X]Rocking (Currently no overlap)

To be
15 votes for a few good men,
or
12 for one, 3 for the other, people should have voted correctly so their vote doesn't get split, period.
?
 
most supporting the plan already voted for it without the plan keyword, so it is too late. (unless everyone revotes).
Easier to just keep going with
[X]A few good men doing their best

and have @Lord Necromancer add a post with
[X]A few good men doing their best
in addition to his post with the full plan.
I think the QM can see that they're for the same vote when they look at the totals.
 
So in a few minutes, depending on how I'm feeling. I'll drop a few mechanics I'm using to help you plan a little better.

I only tell you all this because it may effect how you vote and I'd rather give you all the information you can to make an informed vote.
 
[X]Plan: The Eagle flies

EDIT: I'll look at the bonus info tomorrow and revise then
 
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Some Brief notes on what I am doing:


The Quest will be set in three different types of updates.


Actions, Narrative, and Combat.

Actions are the mechanical turns where you gather supplies, attempt to recruit more soldiers, demobilize when the events are done, and ensure loyalty among the troops by caring for their needs.

As well as accomplish and speak to government officials within the government, socialize with the officer class of German, the workers, and middle class, etc.

Due to the very nature of the Organization you run, there are always going to be things that will need to be done. There will be "Narrative" Updates that will push and pull the wants and needs of your unit, that of the government, and that of your Avatar, the MC who is the commander.

During the Narrative updates, you will be making decisions that will affect the Morale of the Unit, as well as how you will handle different situations through the conflicts in Germany.

It is also how you formulate the strategies for your operations based on the information you get during these turns, either from your intelligence or locally available (and biased) sources.

These turns will then lead to Combat turns, which is set into three different turns.

Set up, which set up rules of engagement.

Combat, which is the combat itself, will lead to you personally (or using your officers) to command your action through the battle/event.

Then the third turn is the aftermath, which is dealing with the aftermath of your combat, and how much your men react... and other things that may come up from your men, or other Frikorps or civilians. Like pogroms, massacres, and murders.

Aftermath also allows you to do several things as well that will affect your reputation within Germany.

As you conduct more operations within Germany, how you handle certain matters, your level of Brutality, the handling of your troops, civilian casualties, how quickly an operation lasts, how your handle public relations... etc, will affect your reputation.

As it grows... or as it sinks into infamy, it will provide bonuses towards your action dice, your combat prowess, or political rolls when getting things from the government.

And of course, it will affect the story of Germany as it struggles against communism, radicalism, nazism, and international pressures.
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However, one of the most important factors in this quest is supply.

Supply is the catch-all term that I will use for ammunition, weapons, medical supplies, and food. Keeping your supply in the positive will be important for doing many things within the quest, from gaining more supplies, arming and uniforming your men, and conducting your operations. It can also be used to increase your unit's combat effectiveness.

Now before you start to think that Supply is all, end all. That is not the case.

All Frikorps have a base gain of supply depending on their size. Small units gain little but spend almost nothing in terms of supply to remain, and I quote "Supplied" Where Larger organizations are going to be constantly near the edge of being out of supply until they receive recognition, or they do unspeakable things, like looting the locals for supplies, make contacts with the black market, and other... morally bankrupt options that will negatively affect morale, reputation, and etc.

So While supply is important, do not sacrifice keeping some supply for using it on other important actions that you may need to take to save the republic.
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Reputation is one of the key currencies that will also be needed to be kept an eye on, as Reputation will be how you manage to get things from the government, and how the german people will see you.

As every government is different and will change due to the nature of being a republic, your reputation will constantly be in flux as the weeks, years and decades go on. Especially with how chaotic the government can become if certain events occur. Or revolution occurs.

What you can spend your reputation on is equipment, political favors, and many things that can make your Frikorps powerful.

However, having a high reputation with the government means that they are less likely to disarm you, or demobilize you... or other fun things that will make your mission difficult.

Reputation with the German People is vitally important to your own public relations, and can even Grant Bonuses if it is sufficiently High (Or low) enough. Basically, if the German people trust, or fear you, good things can happen.

Or bad things, depending on where you are at.

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One thing to note is that once you grow larger, the Frikorps will need other officers besides themselves to command. 200 men are very hard but doable for a single many if he has skilled NCOs under him.

As you grow larger, however, you will get the option to recruit officers from around the German Republic.

Many of these officers will be members of the Imperial German Army who may have radically different views than you do politically.

And may not trust you because they view you differently. And depending on how you lead, they can rebel, or they can leave your services for another Korps.

And just because officers in the future may become Nazis, just remember, They aren't nazi's yet. and perhaps your actions can change them for the better.

Or worse, depending on how you treat them.
 
I hope this explains a little bit of my thought process on how I am doing things.
 
Adhoc vote count started by Magoose on Oct 15, 2022 at 1:41 AM, finished with 72 posts and 33 votes.
 
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