- cross-posted to:
- pokemon@sopuli.xyz
- cross-posted to:
- pokemon@sopuli.xyz
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!
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)
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.
Might be better to pick a single thing for paralysis to do if simplicity is the goal. Some ideas: