Hey, Lemmy!

I’m a somewhat experienced TTRPG designer and my latest project is an RPG based on the first generation of Pokémon games.

You can download the complete game for free here:

https://heavenlyspoon.org/pocket-monster-adventures/

My focus was on ease-of-play and simple prep. Many of the other Pokémon RPGs out there seemed to involve a lot of overhead—especially for the GM. I prefer a more improv-heavy game, and having to do a lot of prep makes that basically impossible.

Sticking to gen 1 made it so I could keep the scope small enough to allow for simple encounter tables, pre-prepared Pokémon sheets for every Pokémon, and a simple set-up for every Pokémon controlled by the GM.

The game is designed to be played with one GM and two or three players, and every aspect of the original games has been changed where needed to accommodate this.

I don’t know how much interest there is for this kind of thing, but hopefully at least someone will get some joy out of it!

  • HeavenlySpoon@ttrpg.networkOP
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    11 days ago

    Feedback is always welcome!

    The issue is that for out-of-combat actions, the move die has the same function for both types of moves, so giving it a different name could lead to more confusion. Additionally, any number mentioned on the move card always refers to the move die, so having different names might again be more confusing.

    I hope I made it clear that special moves have a very different procedure, and as soon as you realise that, knowing that the “move die” is the die on the move card should hopefully make things fairly clear.

    Part of the impetus behind the combat rules was trying to make a singular “Special” stat not just functional but logical. If it was just going to be SpA/SpD combined, there’d be no reason not to split them. Having the split be damaging moves and effect moves solved that issue nicely, but it did necessitate very different mechanics.

    Thanks for the feedback, though!

    • smeg@feddit.uk
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      2 days ago

      Fair enough, you can tell I hadn’t read that far yet!

      Another bit of feedback: the word “move” is used to mean different things and can be a bit ambiguous. A good example is the paragraph explaining paralysis: “move(s)” is used to mean changing turn order, movement around the grid, and an attack (and I’m still a little confused as to how paralysis works in general!) Might be worth calling “moves” (the attacks that pokémon make) something like “abilities” or “techniques” to make it clearer?

      • HeavenlySpoon@ttrpg.networkOP
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        2 days ago

        Hmm, techniques might work, but space is often limited and it’s quite a bit longer than “move”. I’m aware of the issue, but didn’t have a clean way of solving it. I couldn’t use “attack” since there’s already an Attack die and abilities are also a thing in Pokémon in general. If it was going to be confusing regardless, I figured I might as well stick with the name used in the games. Basically, move as a noun is an “attack”, move as a verb is movement. I may have to try to fit that clarification in somewhere…

        The thing to keep in mind with Paralysis is that every round starts with determining turn order, any Paralysed Pokémon move to the end of the turn order and then loses Paralysis. The not-being-able-to-move bit is only relevant if the Paralysed Pokémon hasn’t acted yet that round.

        • smeg@feddit.uk
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          1 day ago

          Regarding paralysis it might be worth clarifying that it only affects the following round (in case you get paralysed before you’ve attacked that round)

          • HeavenlySpoon@ttrpg.networkOP
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            21 hours ago

            Feedback is always more than welcome!

            I might just change Paralysis at this point, it’s been a bit annoying to track in playtesting and if it’s apparently hard to understand as well it may not be worth it. The general goal of conditions was to have them go away as quickly as possible to keep things simple, which is why Paralysis disappears at the end of the start of turn, but having it just be no-movement for 2 turns is probably the better option. I’ll have to do some playtesting first, though.

            And capitalising Move is probably the easiest option. I’d have to check if that causes anything weird, but probably not.

            • smeg@feddit.uk
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              18 hours ago

              Might be better to pick a single thing for paralysis to do if simplicity is the goal. Some ideas:

              1. Miss the next turn - same as the TCG but probably too similar to sleep
              2. No movement for X turns - more of a literal interpretation of paralysis but seems like it might also just be a less strong version of sleep
              3. Chance of failing the next attack - represents the “fully paralysed” effect from the games, a little similar to both confusion and sleep
              4. Act last in the next round - represents the speed-reducing effect from the games, but is a little confusing in practice based on whether the target has already acted in this round or not
              5. Permanent speed reduction (well, as permanent as poison), could be similar to how Agility works - similar to above but maybe a bit simpler?
        • smeg@feddit.uk
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          1 day ago

          Hmm, good points. I can think of three possibilities:

          1. Keep it as Move but always capitalise it as you do with Trainer
          2. Change it to ability and just make it clear that it’s unrelated to abilities from later generations
          3. Change it to technique and use an abbreviation like “tech” to keep it short

          BTW I hope this doesn’t come off as negative, I’m really enjoying reading it and I’m keen to try running a campaign!