IC: Rule the Waves
If you are familiar with the game, you know exactly what I am after.
If not, here's a brief outline. Each player is the Grand Admiral for a major nation in 1900; this being a semi-historical game, everyone will be quite familiar with the players and places. It's a period of rapid technological growth, rampant colonialism, as well as intense diplomacy and many minor wars. Navies are the major showpieces of industial and military might. The player will have the responsibility for directing research and production, approving ship design, and appoint different kinds of commanders to the task forces. Other tasks, like financing espionage, will also come up. While the Grand Admiral shapes the destiny of his nation during war, he has significant influence during peacetime as well. There will be opportunity and reason to roleplay communiques, interviews to newspapers, and meetings with other Grand Admirals.
With this being a play-by-post environment, the actual battles will be run off-screen, with the players being able to set rules of engagement and tactics beforehand.
A game should take about 20 turns (each representing a few months to a year) to play out, and the player with the highest Prestige wins at the end.
Interest?