|
Lamoni
|
Right now I'm Offline
I have made 51 posts
I joined May 2017
|
My gender is Male
|
I currently have no messenger contact information filled out.
|
I currently have no social network information filled out.
|
Don't worry, everything will be okay. I'm from the Internet!
|
|
MONAVIA’S HANDBOOK FOR ROLEPLAYING DIPLOMACY
CONDENSED EDITION By: Monavia
INTRODUCTION The NationStates “universe” plays host to what may arguably be the vastest array of fictional civilizations, cultures, and countries ever dreamed up by roleplayers who share a common interest in statecraft. Though most NS roleplayers focus on writing political fiction, their unique characters, settings, and story plots form a body of fiction that encompasses numerous genres and themes. Unless you confine your NS experience to answering issues and telegrams, raiding and defending regions, WA shenanigans, or forum lurking, your virtual nation will interact with others like it the moment you start roleplaying on this forum. Since diplomacy between fictional countries and organizations tends to follow the same basic logical principles as it does between real-life countries and organizations, it helps to have a handy guide you can use to walk yourself through the process of making diplomacy happen in a way that you and your fellow roleplayers will hopefully enjoy for years to come. While numerous members of the NS community have written guides on specific aspects of diplomatic roleplay, nobody had ever previously written a general handbook on the topic that covered everything in one place. As of early 2017, the NS forums play host to New Hayesalia’s superb Guide to Embassies and Consulates, guides on foreign policy and Internatonal Relations, and at least three threads for teaching players how to write official correspondence ( The Ostro's Guide to Communiques [sic], How to Write a Diplomatic Message, and How to Write Diplomatese). Each of these player resources is both informative and valuable to the roleplaying community in ways that have helped countless individuals improve their roleplaying skills and are therefore worth your time to examine.
1: The Diplomat’s Environment
Before I dive into the business of explaining how to roleplay diplomacy, I need to spend a little time explaining the arena in which the proverbial game is played. Anytime two populations become technologically and culturally advanced enough to achieve a division of labor, their economies and territorial claims start growing at an accelerated rate until they reach a point where their individual citizens come into contact with one another. If these cultures survive long enough to become civilized—in other words, if they establish institutions that perform public administration (i.e. governments)—their leaders will try to make deals with one another in an official capacity. Since leaders cannot always make officials deals themselves, they will inevitably appoint official representatives who can negotiate on their behalf. Based on these principles, we can define diplomacy as the official business that governments conduct with other governments. Who Performs DiplomacyWhile my initial definition describes the most basic form diplomacy takes in both reality and popular imagination, governments representing independent sovereign states are not the only entities that perform diplomacy. In fact, intergovernmental organizations (IGOs), such as the World Assembly (WA), IC treaty organizations, and supranational unions can send and receive diplomats the same way countries do. Likewise, nongovernmental organizations (NGOs), such as charity and disaster relief agencies, religious bodies, and various political, scientific, and cultural programs can send and receive official representatives who will often receive the same courtesies, rights, and protections as regular diplomats under select circumstances. Here is a basic rundown of the entities I just described: - States are what we often colloquially refer to as countries. A state is a self-governing entity that is fully entitled to act autonomously in charting its own destiny. In most cases, a state is sovereign (i.e. it completely governs itself and does not answer to any superior legal or political authority) and independent (i.e. it can govern and economically support itself without going bankrupt or needing to be placed into receivership by the international community).
- An intergovernmental organization (IGO) is a legal entity created by collaborative agreements between two or more governments. An IGO can be bilateral, such as a joint border-control agency, or multilateral, like the WA and various IC treaty coalitions. IGOs are oftentimes sponsored by different governments and usually receive a lot of the privileges that governments extend to one another.
- Nongovernmental organizations (NGOs) are generally private not-for-profit entities that function a lot like multinational corporations and oftentimes must comply with the same rules that businesses and religious bodies are bound to obey.
While IGOs and NGOs are “self-governing” in the sense that they are administratively capable of managing their own operations, they are neither sovereign nor independent. Both must obey the laws that different governments impose on them (except for exceptions carved out by treaties) and neither can raise funds by levying taxes, maintain security forces without government permission, or otherwise act like countries.
Diplomatic interactions can assume any number of forms—they can be formal or informal, bilateral or multilateral, and solicited or unsolicited. For instance, if Country A’s leader invites Country B’s leader to a private ball, then the interaction is informal, bilateral, and unsolicited by the recipient. If Country C’s leader hosts a region-wide conference to form a mutual defense coalition at the request of other countries in the region, then the interaction is formal, multilateral, and solicited by the others. In any case, please keep in mind that emissaries to travel around marketing their country’s values, ideas, culture, and political opinions in almost the same way companies appoint sales agents to travel around marketing products and services to potential customers.
2: Diplomatic Personnel
Character CreationDiplomacy is one of the most heavily character-driven aspects of NS roleplay. While you can reliably roleplay trade and war in terms of sending a trainload of coal to one country or a carrier flotilla to another, the art of roleplaying diplomacy depends a lot more on the actions of individual characters. Put another way, it is simply difficult and awkward to roleplay diplomacy if you have no characters to populate your stories. Of course, it goes without saying that this information is also applicable to the general business of character creation throughout fiction writing. While there are many different ways you can start creating these characters, if you are new to NS you will have the easiest time starting this process by imagining what sort of personality traits you want them to have. Is your latest trusty emissary an introvert or an extrovert? Is she a hoarder or a neat freak? Does he have any unique quirks and idiosyncrasies that can play a role in the plot of a future roleplay thread? After you have sketched a mental picture of the sort of person you want a new character to be, you can brainstorm a background story that complements your new character’s personality. Ask yourself how your characters became diplomats in the first place—did your country’s leader make Dr. Trustworthy a diplomat because she was a lawyer who can write a treaty or because she was a corporate executive who knows how to make a trade deal? The work of inventing a new character should ideally include dreaming up details that enable readers to know what he or she looks and sounds like in a given story (e.g. physical appearance, voice, and taste in fashion) and details that explain his or her behavior. For example, ask if you want the diplomat in your new roleplay thread to be a rookie or a veteran. Whenever you dive into the exciting business of creating these characters, you will also need to think about the ways your character’s personality, prejudices, and professional experience might affect his or her interactions with foreigners out in the field. Again, your goal in roleplaying diplomacy (and anything else on NS) is to make things happen by writing a story about it! Education, Training, and AppointmentDiplomats need a broad set of talents to conduct productive business with their foreign counterparts—for instance, they must be capable of traveling, learn respect for the customs and etiquette of their hosts, make efforts to understand their host country’s culture, and in most cases, they must fluently speak their host country’s language. Specialized academies and training programs can teach new ambassadors how to manage an embassy’s budget, process and file paperwork, or observe security clearances, but cannot teach them things that they can only learn by observation and experience. The best diplomats possess high degrees of social intelligence in a variety of fields, and social intelligence, much like tact, charm, and other personality traits, is not something your characters can learn from a textbook. When dreaming up your characters’ educational backgrounds, your consular staff, clerical secretaries, and the like will realistically need undergraduate degrees in their areas of specialization and related fields to qualify for admission to a diplomatic academy. A legal attaché will have a law degree and perhaps even a doctorate in jurisprudence. A trade attaché will typically be either a professional economist or a professor of economics. A military attaché will always be a commissioned military officer while an embassy’s security chief will probably be a former senior non-commissioned officer with some past command experience. A full ambassador may either have one or more doctorates in fields ranging from international relations to political science, though nothing says you cannot roleplay your country as a place where the head of state hands out diplomatic posts to his biggest re-election donors. This actually happens in real life! Diplomatic Ranks and TitlesEvery diplomatic corps contains an internal hierarchy. In most RL countries, the head of state makes ambassadorial appointments while leaving the head of his or her foreign relations department in charge of hiring and firing the officials who administer diplomatic academies, provide diplomatic security services, process embassy permits, and so on. Both your NS country’s foreign relations department and the teams of emissaries it sends out should contain some form of internal organization, a division of responsibilities, and a clear understanding of who answers to whom if it is to function effectively. Diplomats usually hold one of three main ranks. An ambassador is an emissary that a country’s leader appoints to represent the sending country before the government of another country and is almost always more properly known as an ambassador extraordinary and plenipotentiary. A minister (more properly known as an envoy extraordinary and minister plenipotentiary and often simply called an envoy) is an official who is assigned to serve as the sending country’s chief official representative whenever the receiving country was “not important enough” to deserve an ambassador. A chargé d’affaires (the female equivalent is chargée d’affaires) is an official who heads a diplomatic mission but has a lower rank than an envoy. A chargé d’affaires can either be a permanent head of mission (en pied, as between two countries that have not agreed to exchange ambassadors or have poor relations) or a temporary head of mission (ad interim) who takes over for an ambassador. The term literally means “charged with [handling] matters.” An entity’s chief official representative in a given jurisdiction will not always bear one of the titles named in the preceding paragraph. While an emissary between one country and another is called an ambassador, an emissary sent from a government to an IGO like the WA is called a permanent representative. Conversely, an emissary sent from an IGO or NGO to a country’s government is called a resident representative. Both are the ranked equivalent of ambassadors but typically have inferior seniority.
3: Diplomatic Missions and Facilities
Introduction
A diplomatic mission is a team of emissaries that a country’s leaders organize and send out to represent their interests in another country. A mission can represent a country (e.g. the Monavian Empire), its sovereign (e.g. the Monavian Crown), an IGO (e.g. the World Assembly or the Fegosian Union) or an NGO (e.g. the Monavian Orthodox Church). If Country A permanently stations a diplomatic mission in Country B’s seat of government, Country A’s leaders will assign their diplomatic mission a number of objectives, such as building friendly relations with Country B’s leaders, negotiating trade agreements with Country B’s government, or simply keeping an official finger on the pulse of Country B’s political scene.
Different Types of Missions and Facilities
Missions can assume a number of forms. A mission can be temporary or permanent. It is called an embassy if it is headed by an ambassador or a legation if it is headed by an envoy. If a mission is permanently stationed in the receiving country, it is called a resident mission, but if it is only stationed there temporarily, it is termed a non-resident mission. Though NS roleplayers have always been at liberty to devise any new type of mission they desire, they almost universally stick to sending and receiving permanent resident embassies.
When a country receives diplomats from another country, the receiving country’s government will typically allow the sending country’s government to rent or purchase one or more pieces of real estate in which to house its diplomats for the duration of their posting. Generally speaking, this real estate is called a chancery if it houses an embassy or legation, and a consulate if it houses a consul and his or her staff.
A chancery will typically house the sending country’s ambassador and subordinate emissaries, the ambassador’s close family, and appropriate managerial, security, support, and miscellaneous staff. Depending on the nature and significance of the relationship between the sending and receiving countries, the sending country’s chancery might also house relatives of the subordinate diplomats, personal domestic servants, computer technicians, mechanics, gardeners, and other professionals that keep the chancery’s buildings, grounds, equipment, and vehicles in working order. Consulates are simpler since they frequently contain no living quarters at all and the entire consular staff lives in property purchased or rented from citizens of their host country. In many respects, consulates function as a chancery’s “branch offices” in its host country by representing it remotely.
Internal Structure of Missions
Regardless of whatever form a mission takes, its personnel will be organized into a distinct hierarchy. The head-of-mission (or chief of mission) serves as the mission’s administrator and is responsible for managing its internal operations. Most missions also have a deputy head or deputy chief tasked with assisting the ambassador, envoy, or other mission chief in various ways. Both the head and deputy head will usually have one or more private assistants, secretaries, and similar employees who help them perform their professional duties and may or may not employ private servants separately from the mission’s service staff. Depending on the customs and regulations of the sending country, a mission’s chain of command may contain one or more additional ranks of senior administrators below the deputy head-of-mission.
Diplomatic officials are oftentimes organized into functional departments which enjoy some degree of autonomy and are managed by semi-independent department heads who usually hold senior diplomatic ranks and titles such as counselor, secretary, etc. Departments will oftentimes contain their own internal hierarchies and divisions of labor as needed. Generic examples include an administrative department, a communications and press department, a cultural department, an economic and trade department, a legal department, a political department, and a security department. Some missions might not have all of these internal divisions while others may have more, especially if they have specific needs to meet. In any case, these departments can prove highly useful in roleplaying a story by giving your ambassadors and ministers something to do other than conduct political business with foreign governments.
Functions of Diplomatic MissionsA diplomatic mission’s primary function is to represent its native country’s interests and opinions in the host country. A diplomatic mission also serves as a two-way communications interface since its members not only share information with their host country’s government, they also function as their native country’s eyes and ears within the host country. Your NS nation’s emissaries will both conduct negotiations with their host government and provide their superiors with a steady flow of news and intelligence. The interface role also includes arranging meetings between officials from both countries and helping organize state visits. In addition to the aforesaid functions, missions also provide valuable services to individual persons traveling between countries. An embassy or legation will usually: - Assist citizens of your nation with securing travel visa access.
- Help your citizens replace lost passports and travel documents in the host country.
- Offer your citizens and nationals protection in the event of local unrest and domestic violence.
- Help evacuate your country’s citizens from a disaster site in the host country.
- Help your own nationals and persons affiliated with third parties gain asylum.
- Process travel and citizenship paperwork.
- Host intelligence officers (i.e. spies) assigned to operate in the host country.
Consulates often provide specialized services to your nationals while they are in the host country. Consulates serve as information centers from which the host country’s citizens can obtain information about traveling to and doing business with the consul’s home country. A consulate’s staff will help people obtain passports, process applications for them, and replace them when they are lost or stolen. Consular staff will notarize vital records (e.g. birth, marriage, and death certificates) for their country’s nationals in the host country; offer their nationals assistance with finding counsel when accused of crimes in the host country, and assist in processing paperwork by which their nationals change their citizenship. Like embassy and legation staff, consular staff can sometimes assist with disaster-related evacuations and provide other emergency services. In short, they can make a multitude of different things happen.
ExtraterritorialityWhen a diplomatic mission occupies a piece of real estate, the host country’s government will typically grant it extraterritoriality, which is a status in which the host country’s laws do not apply so that the laws of the mission’s country can apply there instead. Put another way, if a piece of property has extraterritoriality, it acts as if it is the territory of the country posting its mission there without actually ceasing to be the territory of the host country. A diplomatic mission’s host government will typically bestow this status on the mission’s official facilities (i.e. chanceries and consulates) and any private residences that the sending country’s ambassador owns in the host country. All diplomatic missions must pay utility fees and either purchase or pay rent on any properties they occupy regardless of their legal status. While most countries will extend this legal privilege to a mission’s vehicle fleet, it usually only applies to the ones used by the mission head and other senior officials and not to vehicles used by security and support staff.
4: Exchanging Diplomats
Setting up an Exchange ProgramThere is nothing inherently difficult about roleplaying diplomatic tours and deployments, but there inevitably comes a point where so many roleplayers want to send embassies to your nation that keeping track of them all becomes a hassle. You can easily overcome this hurdle by creating a diplomatic exchange thread in which other players can roleplay sending missions to your country’s seat of government and you can roleplay the process of receiving them. Remember, diplomatic exchange threads are in-character threads, so treat them accordingly. The process of creating an exchange requires just as much preparation as any other multilateral RP, but as with other RPs around here, the effort you put into creating your exchange thread will influence others to put in a similar amount of effort when posting replies. The first step in creating a diplomatic exchange program is to write the opening post of the thread in a word processor that has a spellchecker. If your thread contains a lot of spelling and grammar errors, visitors might not take you seriously and decide to move on without posting anything. In my personal opinion, your opening post should start with an OOC disclaimer warning visitors to keep posts in character and avoid spamming your thread with OOC chatter, though I will not think less of you if you decide such a note is not necessary. The remainder of your post should contain these items: - An in-character introduction below the title
- A list of locations where foreign diplomats can open chanceries and consulates (group these by city if you allow them in multiple cities)
- The rules and regulations foreign diplomats must follow when setting up facilities and using them
- Travel and customs regulations
- A facility application form and instructions for submitting it
Managing Your Exchange Program
After you have posted and opened your exchange program, you will eventually begin receiving facility applications from other players. Responding to applications can be a lot of work if your exchange thread becomes highly popular, so my number one tip is to create form letter templates on a word processor and save them somewhere. This way, every time you accept or reject an application you only have to rewrite a few parts of the letters between your characters. You will still need to invest some effort in the rest of your writing, however. If an applicant takes the time to write out a good roleplay post, it is polite for you to write out an equivalent post in reply, even if it takes you a while. Applicants will appreciate the time you spent developing stories in your thread (again, exchange threads are IC) and might even enjoy your writing enough to plan a new roleplay thread with you later.
My other tips in this area include:
- Process applications promptly when possible. Applicants will appreciate good treatment.
- Process multiple applications in one post whenever possible. This will minimize the number of posts that accumulate in a thread and reduce page count creep.
- When rejecting an application, clearly state the reasons for rejection so that the applicant can make appropriate corrections.
- In the event that your exchange breaks down or becomes inactive for long periods of time, consider launching a new exchange thread. Just be sure to import all of your existing facility data (i.e. who you approved and what spaces they claimed) into your new exchange thread and post a link to the previous one.
Organizing and Deploying Missions
If you would like to have a permanent mission in another NS nation, find out if the player behind the account has set up an exchange program thread and take some time to read it if one exists. Before posting an application, ask yourself if you have any intention of roleplaying with the owner of the exchange program in the future. If the answer is no and you simply want to claim a space for the sake of claiming a space, please move on and refrain from taking a space that somebody else might actually use. Assuming that you are interested in roleplaying an exchange of missions, take some time to read their rules, find their application form template, and fill it out completely. Be sure to ask for a vacant lot and try not to flout regulations just to be cheeky. Most importantly, never display immaturity when submitting an application unless you want to receive this type of response. In determining what to say on your application form, ask yourself these types of questions:
- How important will this nation be to my canon? In other words, how much time do I want to invest in creating new characters and posting in this thread?
- How many people would my NS nation’s leaders want to send and who would they prefer to appoint based on what the host country is like in character?
- What sort of IC relationship do I expect my NS nation to have with the host nation?
- Does it make sense for my characters to hire locally?
- How many attachés should I send?
- How many vehicles will my personnel need?
- Based on how safe the host country is, what security measures do my characters need?
If your facility application is approved, congratulations! The next step in the process is to roleplay your mission’s arrival in the host country. In many cases, you can simply make a single arrival post in the exchange thread and call it a day. In other cases, such as this one in which I got to roleplay a first contact scenario with another user who later joined my region, you can gain access to an excellent roleplaying opportunity.
5: Diplomatic Law
OverviewDiplomatic law comes from a variety of sources. Real-life diplomatic law is principally derived from the 1961 Vienna Convention on Diplomatic Relations, customary international law, and country-specific legislation created to respect and protect foreign emissaries. Customary international law largely consists of norms and practices (such as the laws and customs of war or the sanctity of diplomatic personnel and visiting heads of state) that cultures throughout the world have traditionally honored for much of their respective histories. Diplomatic immunity and diplomatic asylum are two of the most hallowed legal principles that countries have created treaties to codify. Diplomatic ImmunityWhenever one country sends emissaries to another country, the host country will typically grant the emissaries and their staff varying degrees of diplomatic immunity, which the U.S. Department of State defines as “a principle of international law by which certain foreign government officials are not subject to the jurisdiction of local courts and other authorities for both their official and, to a large extent, their personal activities.” In other words, it is a legal privilege which shields diplomats and their staff from detention, arrest, prosecution, civil liability, and a variety of other legal consequences for violating their host country’s laws and regulations. Most real-life countries currently abide by the immunity rules laid down by the 1961 Vienna Convention on Diplomatic Relations. While every NS nation has its own diplomatic immunity rules, many abide by the WA’s Diplomatic Protection Act (2008). In most countries, the head of a mission (i.e. an ambassador, envoy, or chargé d’affaires) and his or her spouse will be granted “full” immunity while emissaries of inferior rank, their close relatives, and diplomatic staffers will receive any number of inferior grades of immunity. Diplomatic immunity does not exist to provide diplomats with a license to flout laws and regulations or escape liability for the consequences of improper behavior, but rather exists to ensure that diplomats are free to perform the work their governments assign to them without having to worry about unnecessary interference from host country governments. Nonetheless, diplomatic immunity can be abused to the point that a host government will expel a rogue diplomat from its territory and declare him or her persona non grata (Lat. “person not appreciated,” i.e. banned from returning). If a foreign diplomat performs a criminal act in his or her host country, the host country’s government can ask the sending country’s government to waive the offender’s immunity so that he or she can be prosecuted. Officials tend to be cautious about making such requests so that their own diplomats are not treated harshly in event of criminal misbehavior. Even if the sending country rejects a waiver request, the host country’s government can still cancel the offender’s visa. Diplomatic AsylumReal-life international law does not recognize a right to claim or enjoy asylum by entering diplomatic facilities. Having made this point, it is useful to note that customary international law does contain a principle known as non-refoulement “which forbids a country receiving asylum seekers from returning them to a country in which they would be in likely danger of persecution” (Wikipedia). While every country has its own asylum laws, it is generally accepted that a country cannot forcibly remove an asylum-seeker from an extraterritorial facility if the diplomatic mission domiciled there chooses to grant asylum. For some real-life examples, consult the 1954 OAS Convention on Diplomatic Asylum.
6: Diplomatic Protocol and Gifts
ProtocolProtocol is a special etiquette for official settings, such as a courtroom, legislative chamber, or an official audience with a country’s leader. Put another way, it is the type of etiquette people should use when conducting business with civic or religious dignitaries, attending public ceremonies at which they are present, or interacting with them at a social engagement. Every culture contains unique standards of conduct, politeness, and communication that either have no equivalent in other cultures or differ markedly from the standards that other cultures contain, which is why people cannot fruitfully interact with people from other cultures unless they can learn and respect the standards by which others live. Please note that respecting another culture does not mean imitating said culture. Even when people possess high degrees of intercultural competence, there are limits to how quickly they can learn how one culture’s values and social expectations differ from those of another and sometimes they sometimes simply lack the time and resources to do so. In an attempt to work around this problem, real-life diplomats from all over the world gradually invented a set of diplomatic customs and standards of behavior that they could follow wherever they went without having to worry about the sort of cross-cultural misunderstandings that had caused serious diplomatic incidents in the past. Whenever people talk about “diplomatic protocol” (as opposed to protocol in the more general sense), they are referring to this common set of rules and customs. Anytime a person travels from one country to another, he or she implicitly represents the culture and values of his or her home country. Diplomats and national leaders explicitly represent their countries in an official capacity, so it is even more vital for them to adhere to protocol than it is for private persons to do so. While every country is entitled to adopt its own local customs and internal protocol, most real-life countries follow principles similar to what you can find in Protocol for the Modern Diplomat.GiftsDiplomats and leaders customarily exchange gifts to demonstrate goodwill, build trust, or send symbolic messages. Elements of this longstanding ancient custom include investing substantial amounts of time or money in obtaining something valuable and reciprocating gifts from others. Different cultures assign different symbolism to the same objects, so anytime leaders or their representatives exchange gifts, they will often consult a protocol officer to ensure that whatever they offer will not send an inappropriate message. Many of history’s worst diplomatic missteps resulted from one side presenting a gift that the other found insulting; in some select cases these insults were serious enough to spark armed conflicts. Diplomatic InsigniaGovernments, IGOs, and NGOs often require their official personnel to use and display insignia that distinctly identifies them in certain situations. Chanceries and consulates will invariably fly the sending country’s flag and their architectural designs usually include representations of the sending country’s seal, coat of arms, or other identifying emblems. Ambassadors and consuls of various ranks are often entitled to fly distinctive flags representing their offices and official vehicles usually bear diplomatic license plates and have variations of the owning country’s flag affixed to their exterior surfaces. Accredited diplomats and their families will typically possess special diplomatic passports. A chancery or consulate’s employees usually receive official letterhead for producing official documents and members of the diplomatic mission may use special custom stationery that has their title preprinted on it. While real-life diplomatic uniforms largely went out of fashion in the middle of the twentieth century, some RL countries still use them for ceremonial occasions, such as the meeting at which a new head of mission presents his or her credentials to the receiving country’s head of government. Wikipedia’s article on this subject even states that “A photo of the 2001 New Year's reception at the Vatican shows the ambassadors of Monaco, the Netherlands, Thailand, the United Kingdom, Spain, France, and Belgium all clad in diplomatic uniform.” RL diplomatic uniforms were historically modeled after court dress and featured heavy embroidery designed to indicate rank.
7: Conferences and Summits
Introduction
I spent the first six chapters of this treatise describing the environment in which diplomats live and work, the process for creating characters with which to roleplay diplomacy, the art of organizing and exchanging diplomatic missions, and the laws and customs that apply when roleplaying diplomacy. While the business of running a diplomatic exchange program counts as one form of roleplaying diplomacy, NS roleplayers who write that they want a “diplomatic RP” are usually asking to either have an exchange of messages, characters, or both revolving around a specific event. This chapter is dedicated to explaining what happens when the official representatives of two or more countries actually meet to conduct official business with one another.
Types of Official Meetings
Most “diplomatic RP” threads assume of the form of summits between two or more heads of government or multilateral conferences between diplomats whose countries share a common subject of concern. A summit (more properly termed a summit meeting) is a formal meeting between the leaders of the involved countries and typically features high degrees of publicity. A conference is a formal meeting between diplomats from various countries and may or may not feature the occasional leader. Conferences usually feature whole delegations from each country. Official meetings can also take on several other forms. Diplomatic receptions are ceremonies in which diplomats introduce themselves to the receiving country’s head of state and present their credentials to them. A state visit is an occasion in which one country’s head of state formally visits another country’s head of state, usually by invitation. Official meetings can also take other forms, but in the interests of brevity I have decided to focus on conferences and summits.
Security
Anytime a country’s government hosts a diplomatic meeting, the host nation is always responsible for providing adequate security. If you are roleplaying as the host nation for such an engagement, your local law enforcement and security officials are responsible for directing traffic, screening visitors, clearing press personnel, deterring potential disruption, monitoring demonstrations, and otherwise ensuring that nobody can disrupt or delay the engagement. In some cases, such as a peace conference taking place within a truce zone, the host nation will rely heavily on military and paramilitary personnel to provide added security. It is rare, however, for a host to have a large military contingent present for security reasons, especially if the venue is located in a safe, stable environment. For the sake of all that is good in NS roleplay, please do not show up with an entire army.
When hosting a conference, summit, or state visit, each incoming attendee (or delegation of them) will arrive with its own security detail. The size and composition of each detail will be tailored to match the status of the person or persons needing protection and the nature of any potential hazards that can be associated with a given visit. Most real-life countries have a diplomatic protection service of some kind that will be responsible for chauffeuring visiting diplomats around and a visiting foreign leader will often travel with a number of military officers (usually adjutants or security advisers) and their enlisted aides. While it is customary (and indeed wise) for foreign leaders to arrive with their own bodyguards, these contingents are generally modest—a visiting leader’s motorcade might include a couple dozen security officers and the aircraft that flew the vehicles into the host country will have its own security detail.
Roleplaying SummitsThe IC thread for a summit should begin with the arrival of foreign leaders at a location close to the summit venue. If your NS nation is hosting the summit, you are responsible for roleplaying the reception that the arriving leaders receive. If your leaders are attending the summit as guests, you are responsible for roleplaying their arrival. Generally speaking, the host nation’s head of state or an appropriate designee will be present to personally greet arriving leaders. One way to intentionally snub or slight a foreign leader is to send a low-level functionary or bureaucrat to perform this duty instead. Remember to keep my remarks about protocol, security, and related subjects in mind at this stage. The second phase of a summit RP is the time period between arrival and the summit’s commencement. Depending on the nature of each leader’s visit, some may choose to arrive one or more days early to engage in sightseeing, tour museums and monuments, or attend plays, concerts, or sporting events. Sometimes you might simply have your leaders invite another country’s leaders to arrive a day early to hash out a unified negotiating position (such as when representatives of two opposing coalitions are preparing for a peace conference). This phase will oftentimes include a photo opportunity and a formal reception to which the media will be invited to take statements from both the hosting and visiting leaders. The summit thread’s third phase consists of the actual summit proceedings. A summit should be conducted like a formal business meeting. If a summit includes treaty negotiations, please read Chapter 9 to learn more. In the event that the characters involved in a summit need multiple days to complete their meetings, they should adjourn and reconvene as many times as needed to move the plot along. Once the summit is over, it is customary in many countries for hosting and visiting leaders to hold a joint press conference at which they make statements about the summit’s accomplishments and answer questions. Real-life summits often feature a number of additional rituals, such as state banquets and balls, inspecting the host country’s troops, laying wreaths at memorials, having visiting leaders address the host country’s legislature, and so forth. You are responsible for deciding which of these items are necessary for the plot. Regardless of what you choose to include, you can either try to fit some of these items into the second phase of the thread or have them take place after the third phase is over. You can also try both. Just be sure to get everything wrapped up before you roleplay the departure of various characters at the end. Roleplaying ConferencesDiplomatic conferences tend to contain fewer ceremonial rituals and components than summits, but they still follow many of the same rules. Everyone should start off by bringing their characters into the host country and have them arrive at the conference venue before doing much else. You can spice up the plot by having your characters liaise with the local media to make statements and take photos or rack up parking tickets and claim diplomatic immunity from paying fines. The only hard-and-fast rule you need to follow in advancing the plot is to maintain a logical sequence in your story while taking some time to let your characters interact and display their personalities. Having made that point, the more players are involved in a conference thread, the more crucial it is for everyone to consistently take their turns while posting and avoid clogging it with really short dialogue posts that barely advance its plot. Conferences traditionally begin with a number of formalities. The host nation’s delegates are responsible for convening the proceedings and calling on the delegates from each of the involved countries to elect a permanent conference chair (they usually end up electing the host country’s chief representative anyway, but they can always elect someone else). If the conference features treaty negotiations, the delegates will show each other their credentials to prove they have the authority to negotiate and sign whatever agreement they create. Once the conference begins, the chair is responsible for maintaining order and ruling on procedural disputes.
8: Official Correspondence
Basic Principles
Although diplomacy is one of the most character-driven aspects of roleplaying on NS, your characters cannot always meet in person or reserve a teleconference suite every time they want to discuss something. Sometimes the only appropriate way for your characters to communicate with their opposite numbers is through physical and electronic mail, faxes, and other written media. Effective written communication generally follows these five principles:
- Accuracy: a message should say what its writer means it to say.
- Brevity: an effective message is thorough enough to make its point while still being concise. A concise message will address only one general topic if possible.
- Clarity: a message must be intelligible enough for its intended recipient to comprehend its meaning. It does not contain clumsy phraseology or intentional obfuscation that might result in a serious misunderstanding.
- Design: a message needs to be formatted in a way that is easy to read and appears to be the work of someone who takes his or her correspondence seriously.
- Elegance: a message is written using courteous language that reflects the dignity of both the sender and the recipient.
If you adhere to these principles you will increase the likelihood that another player’s characters will take your characters seriously and respond to them in a dignified manner. At the very least, you are showing the roleplayers on the other side of your screen that you care about writing something that is worth their time to read. If you truly want other roleplayers to invest effort in responding to your posts, then you must also heed the principle of gravitas (i.e. seriousness). One roleplayer’s characters will not take another roleplayer’s characters seriously if they write silly, vulgar, lewd, threatening, or immature messages.
Formatting Correspondence
Official letters, communiqués, notes, cables, electronic transmissions, and the like each have their own distinct formats. Not only does good formatting enable your readers to tell different types of messages apart from one another, it also lends them a degree of gravitas (i.e. seriousness) that is difficult for readers to ignore. If you find yourself in the habit of repeatedly writing the same types of messages to different players (e.g. responses to diplomatic facility applications), you can save yourself huge amounts of work by creating plug-and-play templates for them and saving them in a file. A document containing a set of templates for drafting official paperwork is called a formulary. The easiest way to create a formulary is to save copies of different messages your characters write. All you have to do to quickly write an official-sounding message is swap out a few words and names and dates. Even if you do not create form letter templates or organize them into a formulary, you should remember that there are some things you should not do:
- Write communiqués that begin with “To: Nation X, From: Nation Y” instead of having their characters address the other player’s characters.
- Enclose portraits of your characters with correspondence. You are sending the diplomatic equivalent of business letters, not distributing family photos to relatives.
- Center-align all of the text in a letter. Not only does this make it difficult for others to read the body, but it is also technically improper.
- Posting giant, screen-hogging seals, emblems, and heraldic imagery that makes reading a pain for any poor soul trying to access NS on their mobile devices. Please use reduced-size versions (e.g. less than 400 pixels tall) when possible.
- Adorn your letters with multiple full-size letterheads that take up three times as much space as their body text.
- Start every last official press release with your head of state’s full official style or title correspondence with row upon row of uppercase letters such that readers assume a sticky caps lock key got involved.
9: Negotiating and Writing Treaties
IntroductionAnytime two or more parties wish to make a formal agreement, they draw up a contract that puts their agreement into writing and thereby proves their agreement’s existence. A treaty is a contractual agreement between two or more countries and is typically drawn up by diplomats representing the central governments of the nations involved. Wikipedia states, “A treaty may also be known as an (international) agreement, protocol, covenant, convention, pact, or exchange of letters, among other terms.” Much like any other contract, a treaty must be written in clear legalese that precisely explains every facet of the terms and conditions to which its parties are agreeing and follow a particular format. This chapter is devoted to walking you through the process of both roleplaying a treaty negotiation and writing a treaty’s text. Types of TreatiesInternational treaties will always assume either a bilateral form (i.e. an agreement between just two parties) or a multilateral form (i.e. an agreement between three or more parties). A “party” can be a single country or a supranational union (e.g. the EU). While most NS roleplayers negotiate bilateral treaties, such as friendship treaties and bilateral trade and security agreements, a substantial minority of all NS treaties take the form of regional trade and security agreements or charters for ideologically-defined treaty organizations. We can also classify treaties by function (e.g. friendship treaties, economic treaties, boundary treaties, nonaggression treaties, mutual defense treaties, etc.) My unabridged guide on Diplomacy covers this subject in depth. Writing and Formatting TreatiesLike most legal documents, the text of a treaty should follow a standardized format and be written using precise language to ensure it contains no loopholes. The longer and more complex a treaty will be, the more carefully you should pay attention to formatting it clearly and ensuring its sections have appropriate headers. Use a word processor to save copies of your work in process (this builds upon my prior warning about the need to back up your diplomatic exchange program data). A treaty’s structure typically consists of three main sections: a preamble, also known as the protocol, a corpus (body), and an eschatocol (conclusion). Please consult my unabridged guide on diplomacy to learn how to write each of these segments. Regardless of what type of treaty you are writing, your draft should always contain several specialized provisions, though it is up to you to determine the best possible wording and where they should go in the corpus of the document. If you need help determining the best possible wording, Wikipedia’s List of Treaties offers you access to a wealth of places to look for real-life examples. You should take care to include sections or clauses that forbids the signatories from expressing reservations (a legal term for claiming that specific treaty provisions do not apply to them) and provisions covering ratification, amendment, withdrawal, depositing proof of ratification, and the treaty’s entry into force.
10: Coercive Diplomacy
Overview
Most diplomatic intercourse is voluntary and cooperative, yet times inevitably arise when voluntary cooperation is either unlikely or impossible as a result of circumstances in which one or more concerned parties find themselves. In these cases, one entity might elect to use diplomatic channels as a means of coercing another entity to act a certain way. This practice is broadly known as coercive diplomacy or “forceful persuasion” and typically relies on the threat of force to achieve success.
Coercive diplomacy will always assume one of two main forms. The first is compellence, in which Entity A threatens to injure Entity B’s interests unless Entity B does something Entity A wants. Compellence can usually be described as saying “do what we say or suffer punishment.” The second form is deterrence, in which Entity A threatens injure Entity B’s interests if Entity B tries to do something Entity A does not want it to do. Deterrence can usually be described as saying “we will punish you if you do that.”
Anytime one government seeks to compel or deter the actions of another, it will generally rely on a specific set of measures to ensure that its will is obeyed. When it comes to the realm of coercive diplomacy—and politics in general—power is best defined as the ability of one entity to command the obedience of another entity. Coercive diplomacy therefore represents a raw contest of power in which one side attempts to impose its will on another. In the next section, we will examine the main tools used to wage these contests.
Tools of Coercive Diplomacy
Every government has a diverse arsenal of tools at its disposal when it comes to performing coercion against other entities. These tools, in increasing order of severity, are:
- Issuing a letter of protest to shame the recipient into complying with the sender’s will. This example illustrates what such a letter looks like.
- Expelling one or more of another country’s diplomats and declaring each expellee persona non grata.
- Imposing sanctions against another country’s leader or principal officials.
- Recalling an ambassador to express disapproval toward another country’s actions. In some cases, one government will replace its ambassador with a chargé d’affaires en pied to snub another.
- Recalling an entire diplomatic mission from another country.
- Issuing sanctions against the targeted country.
- Issuing an embargo (i.e. full trade ban) against the targeted country.
- Terminating diplomatic relations with the targeted country by expelling all of their missions while simultaneously recalling all of your missions in their country.
- Issuing an ultimatum.
- Blockading the targeted country. Remember that blockades are often regarded as hostile acts and the target is likely to declare war in response.
- Sending military forces into the targeted country’s peripheral airspace or territorial waters as a show of force.
If you want to learn the military details of mounting a blockade and performing intrusive shows of force (which all but amount to invasion), you should consult guides on roleplaying war.
Ultimatums
NationStates occasionally plays host to the issuance of ultimatums. The term ultimatum is Latin for “the last one” (i.e. the last demand in a series of demands) and refers to a message that one government sends to another to threaten it into complying with specific terms and conditions. An ultimatum is customarily written and formatted much like a letter. It begins with a letterhead, date, and salutation; its body consists of five parts (a series of statements explaining the reasons the ultimatum is being issued, a transition statement, a list of demands that the recipient must comply with, a statement of consequences for noncompliance, and the deadline for sending a reply); and its conclusion consists of a special eschatocol and the signatures and seals of the issuing authorities.
Declaring War
The Prussian military theorist Carl P. G. von Clausewitz wrote “War is simply the continuation of political intercourse, with the addition of other means,” in his famous text On War (1832). In the event that your NS nation chooses to engage in hostilities against another NS nation, you might want to issue a declaration of war to inform them of the situation. While you do not necessarily need to roleplay the act of issuing an official declaration of war to tell a good story, the act of posting a well-written declaration is one way you can show others you take roleplay writing seriously.
Governments traditionally issued war declarations to authorize military mobilizations, warn uninvolved countries of the conflict so that their citizens would not be caught in the ensuing crossfire, and provide their enemies fair warning that hostilities would be prosecuted against them in cases where surprise attacks might be viewed as dishonorable. While real-life civilizations have not always issued war declarations before initiating combat against their enemies, the notion that combat activities should not begin without a prior war declaration became a feature of customary international law among Western governments by the early twentieth century. This belief was eventually codified by the Convention Relative to the Opening of Hostilities in 1907. Every country has its own rules for issuing war declarations; in most real-life states the national legislature is responsible for drafting the declaration and sending it to the head of government for signature. Please consult my unabridged guide on diplomacy to learn more.
11: Miscellaneous Topics
Diplomatic intercourse can assume any number of exotic and unconventional forms, such as cultural diplomacy (sending tourists, performers, writers, artists, and other such people abroad to create a favorable impression among foreign peoples), paradiplomacy (diplomatic activities performed by representatives of a sub-national or local government, such as local cultural exchange programs), preventive diplomacy (a conflict prevention technique in which one entity tries to stop a dispute or conflict from arising between two or more parties), and shuttle diplomacy (two or more entities that refuse to negotiate directly will agree to appoint an uninvolved third party to act as a “shuttle” between them). My unabridged guide on diplomacy covers each of these items in detail. Foreign Policy DoctrinesLeaders can base their foreign policy decisions on any number of factors, such as their countries’ material interests and their personal beliefs regarding the proper use of state power and resources. In an effort to discover the way leaders make foreign policy decisions and understand their motives, social scientists, historians, and philosophers postulated three major theories (and numerous minor ones) to serve as frameworks for analyzing international relations. The three major theories are: - Realism asserts that leaders tend to base their decisions on practical considerations more than anything else.
- Idealism claims that leaders tend to base their decisions on philosophical or ideological principles above all else.
- Constructivism proposes that leaders tend to base their decisions on intangible assumptions, norms, and habits that they think other leaders will follow. Conversely, a constructivist foreign policy doctrine will call for a country to adjust its foreign policy objectives in response to changes in its foreign relations environment.
The other theories of international relations (e.g. Marxism, feminism, foundationalism, structuralism, behaviorism, and functionalism) are “niche” theories that usually critique various aspects of the three main foreign policy doctrines. For example, Marxists and Neo-Marxists believe that leaders base their foreign policy decisions more on economic concerns than they do on security needs, political prestige, or national honor. Some theories (especially postmodernism and post-structuralism) revolve around the agnostic claim that traditional foreign policy doctrines are not reliable enough for people to discern “truth” from their principles.
|
My Signature...
NS Mentor, please contact me if you have questions!
|
|