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