Sasten suggested an idea in "The Off Map" thread about NPC (or Non-Player Character) Nations in our little TNP roleplay universe. The more I've been thinking about it the more I've been convinced that it's actually a rather good idea.
One of the biggest problems that sometimes faces us here is continuity. To build the history of a country or region it's inevitable that there was interaction with other countries or the establishment of various systems, languages, religions, etc.
Having one or two NPC nations that had rough but consistent histories would give us the chance to assign and build-in things that are difficult for us to deal with, the example used in another thread was that of Christianity where it's difficult and risky to assign to any player nation that may disappear, not to mention future nations that might have already assigned it to their history. Syrixia raised a valid point that in an era of satellites, GPS, and planes and ships capable of circumnavigating real-life Earth without so much as stopping for supplies means that having these things come from far-off unknown lands can be a little unrealistic, occasionally nonsensical. To have a set, visible place where some of these things could be said to originated from makes considerable sense. As McM mentioned in another thread, these nations don't have to be huge either.
With a bit of (non-)strategic positioning we could place these nations somewhere relatively out of the way on the map, and certainly not bordering any player controlled nation. They would be fairly neutral nations and might participate in ambient trade of the simplest, uncontroversial goods (no arms deals for example). It would be a rule that these nations are not to be attacked and I imagine too that they would only be interacted with in very minimal ways.
It is possible that these nations could also be used by the RP Mods to set-up the premise for special region events. Maybe one of these nations announces the discovery or invention of something new that has occurred in real life that now should be introduced into the game world, or a tanker from this nation crashes in a different part of the region and several nearby nations must work together to clean up the pollution. Those specific ideas aren't the best, but the point stands that the oppourtunity exists.
In addition, establishing guidelines for the NPCs gives us too the guidelines that we would need for any nations we elect to hold in Trust that would likely fall under much the same umbrella of minimal interaction but significant historical impact. (Not to say we couldn't develop those independently of having NPC nations or not).
Assuming we include the trust nations of McMasterdonia and Imperium Augustum as Semi-NPCs that would give us a total of 3 or 4 nations that could each have some history that other nations or the canon of Eras itself could build off of without fear of these nations disappearing and requiring vast swaths of ret-conning. It would give us a new avenue of flexibility in organizing events, and it would populate our map just a little more.
Thoughts?
One of the biggest problems that sometimes faces us here is continuity. To build the history of a country or region it's inevitable that there was interaction with other countries or the establishment of various systems, languages, religions, etc.
Having one or two NPC nations that had rough but consistent histories would give us the chance to assign and build-in things that are difficult for us to deal with, the example used in another thread was that of Christianity where it's difficult and risky to assign to any player nation that may disappear, not to mention future nations that might have already assigned it to their history. Syrixia raised a valid point that in an era of satellites, GPS, and planes and ships capable of circumnavigating real-life Earth without so much as stopping for supplies means that having these things come from far-off unknown lands can be a little unrealistic, occasionally nonsensical. To have a set, visible place where some of these things could be said to originated from makes considerable sense. As McM mentioned in another thread, these nations don't have to be huge either.
With a bit of (non-)strategic positioning we could place these nations somewhere relatively out of the way on the map, and certainly not bordering any player controlled nation. They would be fairly neutral nations and might participate in ambient trade of the simplest, uncontroversial goods (no arms deals for example). It would be a rule that these nations are not to be attacked and I imagine too that they would only be interacted with in very minimal ways.
It is possible that these nations could also be used by the RP Mods to set-up the premise for special region events. Maybe one of these nations announces the discovery or invention of something new that has occurred in real life that now should be introduced into the game world, or a tanker from this nation crashes in a different part of the region and several nearby nations must work together to clean up the pollution. Those specific ideas aren't the best, but the point stands that the oppourtunity exists.
In addition, establishing guidelines for the NPCs gives us too the guidelines that we would need for any nations we elect to hold in Trust that would likely fall under much the same umbrella of minimal interaction but significant historical impact. (Not to say we couldn't develop those independently of having NPC nations or not).
Assuming we include the trust nations of McMasterdonia and Imperium Augustum as Semi-NPCs that would give us a total of 3 or 4 nations that could each have some history that other nations or the canon of Eras itself could build off of without fear of these nations disappearing and requiring vast swaths of ret-conning. It would give us a new avenue of flexibility in organizing events, and it would populate our map just a little more.
Thoughts?