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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    20 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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      17 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?