Skip to content
0
  • Home
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
  • Home
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (Sketchy)
  • No Skin
Collapse

Wandering Adventure Party

  1. Home
  2. rpg
  3. Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon

Pocket Monster Adventures — A TTRPG based on the first generation of Pokémon

Scheduled Pinned Locked Moved rpg
rpg
18 Posts 4 Posters 0 Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • H This user is from outside of this forum
    H This user is from outside of this forum
    heavenlyspoon@ttrpg.network
    wrote on last edited by
    #1

    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!

    Link Preview Image
    Pocket Monster Adventures

    Pokémon Monster Adventures is a low-prep Pokémon Tabletop roleplaying game inspired by the first generation of Pokémon games—including all the weird stuff. You can download the rulebook for free below. Rules Extra Documents Made for one GM and two or three players. Easy to play and easy to run with very little prep. Uses a…

    favicon

    Heavenly Spoon (heavenlyspoon.org)

    kamenLady.K Aielman15A S 3 Replies Last reply
    30
    • H heavenlyspoon@ttrpg.network

      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!

      Link Preview Image
      Pocket Monster Adventures

      Pokémon Monster Adventures is a low-prep Pokémon Tabletop roleplaying game inspired by the first generation of Pokémon games—including all the weird stuff. You can download the rulebook for free below. Rules Extra Documents Made for one GM and two or three players. Easy to play and easy to run with very little prep. Uses a…

      favicon

      Heavenly Spoon (heavenlyspoon.org)

      kamenLady.K This user is from outside of this forum
      kamenLady.K This user is from outside of this forum
      kamenLady.
      wrote on last edited by
      #2

      I’m loving it! Even if i don’t find someone to play with, I’ll read through it all

      1 Reply Last reply
      2
      • H heavenlyspoon@ttrpg.network

        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!

        Link Preview Image
        Pocket Monster Adventures

        Pokémon Monster Adventures is a low-prep Pokémon Tabletop roleplaying game inspired by the first generation of Pokémon games—including all the weird stuff. You can download the rulebook for free below. Rules Extra Documents Made for one GM and two or three players. Easy to play and easy to run with very little prep. Uses a…

        favicon

        Heavenly Spoon (heavenlyspoon.org)

        Aielman15A This user is from outside of this forum
        Aielman15A This user is from outside of this forum
        Aielman15
        wrote on last edited by
        #3

        Looks lovely! I’ll have a more detailed look tomorrow, and I may leave my opinions here.

        The other big Pokémon TTRPG (Tabletop United, iirc) was a headache to run, hopefully this one is easier on both the master and the players.

        H 1 Reply Last reply
        1
        • H heavenlyspoon@ttrpg.network

          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!

          Link Preview Image
          Pocket Monster Adventures

          Pokémon Monster Adventures is a low-prep Pokémon Tabletop roleplaying game inspired by the first generation of Pokémon games—including all the weird stuff. You can download the rulebook for free below. Rules Extra Documents Made for one GM and two or three players. Easy to play and easy to run with very little prep. Uses a…

          favicon

          Heavenly Spoon (heavenlyspoon.org)

          S This user is from outside of this forum
          S This user is from outside of this forum
          smeg@feddit.uk
          wrote on last edited by
          #4

          Wow, this is incredibly detailed, very keen to try it out!

          S 1 Reply Last reply
          1
          • S smeg@feddit.uk

            Wow, this is incredibly detailed, very keen to try it out!

            S This user is from outside of this forum
            S This user is from outside of this forum
            smeg@feddit.uk
            wrote on last edited by
            #5

            heavenlyspoon@ttrpg.network I don’t know if you’re looking for feedback, but something that seems potentially confusing is the different behaviour of the move die between normal and special moves. If I’m reading it correctly for a normal move your “attack roll” (to fall back to d&d terms) is determined by the Move die and the target to beat is the move’s Threshold, but for a special move your “attack roll” is your Special die and the target is the Move die. I’m not sure if using the same terminology to refer to two opposite things is the clearest!

            H 1 Reply Last reply
            1
            • S smeg@feddit.uk

              heavenlyspoon@ttrpg.network I don’t know if you’re looking for feedback, but something that seems potentially confusing is the different behaviour of the move die between normal and special moves. If I’m reading it correctly for a normal move your “attack roll” (to fall back to d&d terms) is determined by the Move die and the target to beat is the move’s Threshold, but for a special move your “attack roll” is your Special die and the target is the Move die. I’m not sure if using the same terminology to refer to two opposite things is the clearest!

              H This user is from outside of this forum
              H This user is from outside of this forum
              heavenlyspoon@ttrpg.network
              wrote on last edited by
              #6

              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!

              S 1 Reply Last reply
              1
              • Aielman15A Aielman15

                Looks lovely! I’ll have a more detailed look tomorrow, and I may leave my opinions here.

                The other big Pokémon TTRPG (Tabletop United, iirc) was a headache to run, hopefully this one is easier on both the master and the players.

                H This user is from outside of this forum
                H This user is from outside of this forum
                heavenlyspoon@ttrpg.network
                wrote on last edited by
                #7

                Thanks!

                I have never actually run a Pokémon TTRPG I didn’t make myself, but having read through a few, I was always struck by how much work they demanded from the GM. Having to basically design each Pokémon the players will face seems like such a daunting task. On top of this, enemy Pokémon usually have to be run the same as those of the players, which again means a lot more work for the GM. I’m a lazy GM at heart, and that just would not be possible for those games.

                I tried my best to make things as easy on the GM as I could. With some experience, you should be able to start a battle from scratch in less than a minute, and you don’t have nearly as many decision points as the other players during the battle.

                1 Reply Last reply
                2
                • H heavenlyspoon@ttrpg.network

                  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!

                  S This user is from outside of this forum
                  S This user is from outside of this forum
                  smeg@feddit.uk
                  wrote on last edited by
                  #8

                  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?

                  H 1 Reply Last reply
                  1
                  • S smeg@feddit.uk

                    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?

                    H This user is from outside of this forum
                    H This user is from outside of this forum
                    heavenlyspoon@ttrpg.network
                    wrote on last edited by
                    #9

                    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.

                    S 2 Replies Last reply
                    1
                    • H heavenlyspoon@ttrpg.network

                      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.

                      S This user is from outside of this forum
                      S This user is from outside of this forum
                      smeg@feddit.uk
                      wrote on last edited by
                      #10

                      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!

                      1 Reply Last reply
                      0
                      • H heavenlyspoon@ttrpg.network

                        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.

                        S This user is from outside of this forum
                        S This user is from outside of this forum
                        smeg@feddit.uk
                        wrote on last edited by
                        #11

                        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)

                        H 1 Reply Last reply
                        1
                        • S smeg@feddit.uk

                          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)

                          H This user is from outside of this forum
                          H This user is from outside of this forum
                          heavenlyspoon@ttrpg.network
                          wrote on last edited by
                          #12

                          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.

                          S 1 Reply Last reply
                          1
                          • H heavenlyspoon@ttrpg.network

                            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.

                            S This user is from outside of this forum
                            S This user is from outside of this forum
                            smeg@feddit.uk
                            wrote on last edited by
                            #13

                            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?
                            H 1 Reply Last reply
                            0
                            • S smeg@feddit.uk

                              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?
                              H This user is from outside of this forum
                              H This user is from outside of this forum
                              heavenlyspoon@ttrpg.network
                              wrote on last edited by
                              #14

                              Just replying to let you know that I’ve changed move to Move whenever it’s not referring to movement and that I’ve changed Paralysis to the easier option of not being able to move this round and next round. It definitely plays differently, but it’s quicker and should hopefully be easier to understand!

                              S 1 Reply Last reply
                              1
                              • H heavenlyspoon@ttrpg.network

                                Just replying to let you know that I’ve changed move to Move whenever it’s not referring to movement and that I’ve changed Paralysis to the easier option of not being able to move this round and next round. It definitely plays differently, but it’s quicker and should hopefully be easier to understand!

                                S This user is from outside of this forum
                                S This user is from outside of this forum
                                smeg@feddit.uk
                                wrote last edited by
                                #15

                                Sounds good! I noticed a couple of little typos when I read through before, want me to make a list of them if they’re still there? Also, very strangely, a few pages had a tiny blob on them which when I zoomed in turned out to be Vileplume’s stat sheet.

                                H 1 Reply Last reply
                                0
                                • S smeg@feddit.uk

                                  Sounds good! I noticed a couple of little typos when I read through before, want me to make a list of them if they’re still there? Also, very strangely, a few pages had a tiny blob on them which when I zoomed in turned out to be Vileplume’s stat sheet.

                                  H This user is from outside of this forum
                                  H This user is from outside of this forum
                                  heavenlyspoon@ttrpg.network
                                  wrote last edited by
                                  #16

                                  Weird! I don’t know how that happened, can you give a page number for where it shows up?

                                  And yes, please share any typos you find!

                                  S 1 Reply Last reply
                                  1
                                  • H heavenlyspoon@ttrpg.network

                                    Weird! I don’t know how that happened, can you give a page number for where it shows up?

                                    And yes, please share any typos you find!

                                    S This user is from outside of this forum
                                    S This user is from outside of this forum
                                    smeg@feddit.uk
                                    wrote last edited by
                                    #17

                                    I first noticed it on p182 (Abra), I’ll let you know if I see it anywhere else

                                    H 1 Reply Last reply
                                    0
                                    • S smeg@feddit.uk

                                      I first noticed it on p182 (Abra), I’ll let you know if I see it anywhere else

                                      H This user is from outside of this forum
                                      H This user is from outside of this forum
                                      heavenlyspoon@ttrpg.network
                                      wrote last edited by
                                      #18

                                      I figured out what happened, apparently the Vileplume sheet snuck onto my Pokémon sheet template. It should be fixed now.

                                      1 Reply Last reply
                                      0

                                      Reply
                                      • Reply as topic
                                      Log in to reply
                                      • Oldest to Newest
                                      • Newest to Oldest
                                      • Most Votes


                                      • Login

                                      • Login or register to search.
                                      Powered by NodeBB Contributors
                                      • First post
                                        Last post