My experience is not universal - I've RPed mostly in FT, where numbers seem to matter a little less - but I feel like I can share my perspective here.
Snoodum wrote:Let me elaborate. To start off, how does one keep military sizes fair? Well, it would seem logical to limit population sizes of the various countries on a map. How does one do that fairly though? Which country would take agree to have a low population? That would limit military size. Surely people can't just say 'I have x people'? I'm not sure on this and how to regulate this.
Honestly, that's kind of how it works if your RP group of choice isn't using game-like rules to assign populations to people. In a closed roleplaying group, it's common to decide sizes relative to each other ("okay, we're cool with him being a regional hegemon, but over on the southern continent you and me will split it up evenly"). Some people like playing small countries because they aren't interested in dominating people; they have a cultural focus in their RP, or a political focus, or something to that extent. Small nations can be incredibly impactful in other ways even if they can't muster massive armies!
Typically, when expecting to enter open RPs, people choose reasonable population and military sizes (or at least limit their military deployments fairly) so they don't get laughed out of RPs about smaller-scale conflicts by people who want to avoid numerical oneupmanship. A peacekeeping operation in a rebelling city demands a much different response than the launch of ballistic missiles.
Assuming population has been worked out though. How would one calculate military size and capability? obviously if a country has, say 100,000 people, they aren't going to be able to have 100,000 tanks and planes and helicopters and whatever but different countries place different amounts of emphasis on their military. Some military is given a lot of money and so has lots of good equipment. Some is not. How is that fairly calculated and regulated?
In MT and related settings, it's often of use to find a real-world country of comparable size and development to your own and study its military. Copying everything exactly is obviously not recommended, but you can learn a lot about what militaries need based on what their countries expect to use them for (look at past conflicts, where they try to exert influence), and what kind of equipment goes into arming one.
In more fantastical settings, numbers mean a little less, as it's more about flavor. A society where advanced AI can be mass-produced might have autonomous units outnumbering the actual people in their military; one with an outdated, "classical" military might still use a lot of manpower relative to each piece of equipment.
Again, there isn't a way to "fairly" "calculate" what goes into this unless your RP group is using a system for it (which many do not). It's a matter of compromise; people pick scales and domains that are interesting, and work with those.
What about technologies that would wipe everyone out? Nukes and other WMD's I understand. Don't use them unless given express permission by the target. (Could be fun RP possibilities) What about other weapons that realistically there wouldn't be time to react? Lets say a country has a missile that can go ten times the speed of sound or something (hypothetically of course). Would one use the same system of asking the target how many ships are sunk (for example)? What if the target wants none of them to sink? Would the missiles all miss. Seems unlikely that such a thing would happen. Would the missiles not be used? Why not, seeing as they are so good?
This is just my experience, but if I find myself "playing to win" and I haven't even consulted the other person about what they'd like to see happen, I consider myself to have screwed up. To many people, like me, RP is a collaborative writing exercise, where both people should ideally be aware what's going on (and often who's going to win - I feel a lot better writing an interesting, creative defeat than trying to wrestle a win from the other player). In a case like this, I'd first consult my intended target about the weapons and tactics I intend to use. If they think their use is fair, we can decide jointly on their effectiveness (a process of negotiation may be involved), I can write out my attack attempt, and then, as is common etiquette, the defender writes out the final results.
Other people see RP in a more competitive light, and I don't think that's the wrong way to do it if it makes people happy! If both you and your writing partner(s) are in the more "competitive" mood, you can probably drop the negotiations-regarding-effectiveness step. What this would then entail is introducing, perhaps even before the RP begins, the weapons and tactics your forces intend to use that are "out of the norm" for the setting. If people in the RP are not comfortable with them being around, you might have to dial things back. Else, if they do agree, it's still the defender's right to decide what happens; forcing losses is usually seen as a kind of godmod, and it's best done with the explicit permission of the other person involved.
Also, bear in mind that for every weapon or tactic there are countermeasures and new developments. The nations of a world in which hypersonic missiles are common will have defenses to bring to bear against them; if people let you bring them into an RP, they are perhaps quite capable of bringing, say, long-range laser point defense to engage them. If it looks right and writes compellingly, an attack with these missiles could range from a devastating blow to totally ineffectual, based on what the defender's brought along and what the consensus is on how much control the defender gets over the results.
How does one make room for futuristic tech? Ask if the tech is god-modding? That seems like a big constraint to imagination and fun RP but maybe you think otherwise. Please, tell me if this restriction seems a good idea.
Many RPs will have an intended tech level stated in the thread title or opening post - for example, if you see "MT" (Modern Tech), it generally means that only real-world levels of technology (plus or minus a bit) are tolerated in the roleplay. Technology beyond present use, like railguns, hovering vehicles, mechs, and stuff, might fall under the "PMT" (Post-Modern Tech) umbrella. If you're zipping around with spaceships, blowing up continents from orbit, and building moon stations, that's probably more in the domain of "FT" (Future Tech), where it's much more common to write collaboratively (future tech is way more nebulous than modern tech, so oneupmanship is a little too easy).
Introducing technology slightly beyond the scope of the intended thread might be okay, but remember to check with the thread participants and see if they think it'd be an interesting addition. Pulling out a laser-armed supersonic submarine in an MT roleplay might not blow over well regardless of how imaginative it is, so just make sure to check with people about how "reasonable" or "down-to-earth" you need to be. Asking for peoples' thoughts might seem "unfun", but it's necessary if you don't want to anger them with something seemingly pulled out of thin air.
Hope you can find some good RPs and good people to write with!