HeavenlySpoon

joined 2 years ago
 

cross-posted from: https://ttrpg.network/post/23543668

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!

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.

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!

 

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.network 23 points 1 month ago

It really isn’t. Things can be better than other things and still be bad.

[–] HeavenlySpoon@ttrpg.network 7 points 2 months ago* (last edited 1 day ago) (1 children)

Well, they were given to Gil-Galad, Cirdan, and Galadriel (all elves)… by another elf, yes, but still.

And they were still bound to the power of the One. Annatar still deceived Celebrimbor, even if he wasn’t there when the Three were made.

So technically the quote is still correct.

[–] HeavenlySpoon@ttrpg.network 4 points 3 months ago

It wouldn’t. A tetrahedron has four sides, hence the name, while an Egyptian-style pyramid has five (if you include the base, otherwise it isn’t even a polyhedron).

[–] HeavenlySpoon@ttrpg.network 15 points 3 months ago (2 children)

I guess if those are your only two choices, but the VW scandal is one of those things which should be completely unforgivable to any conscientious buyer.

[–] HeavenlySpoon@ttrpg.network 1 points 3 months ago

No, I agree that independence is necessary, not just because of “always”, but because if, as a crude example, your odds of hitting B halve each time you hit A, an infinite number of tries isn’t guaranteed to give you Shakespeare, even if the odds aren’t technically 0. My problem was that what you originally described wasn’t independence, it’s uniformity, which isn’t a prerequisite. And it’s up to 9 upvotes now so I don’t know what’s going on.

[–] HeavenlySpoon@ttrpg.network 2 points 3 months ago (3 children)

What? That’s not what independence means. They need to be independent, yes, because otherwise you might get into weird corner cases where the probably doesn’t converge to 1, but they don’t have to be equally likely. In fact, weighing the odds based on how often letters are used by Shakespeare should lower the expected timeframe. Heck, Shakespeare doesn’t use “J”, why would that key even be relevant? Where in the world do normal distributions even come into this? How does this comment have 4 upvotes? What am I missing here?

[–] HeavenlySpoon@ttrpg.network 13 points 7 months ago (1 children)

Ummm, actually… Based on the internal IDs, the Caterpie line was added all at once way after Venonat and later Venomoth. If there had been a readjustment or error, you’d expect these not to be in sequence (like with Wartortle losing its evolution and getting the first-design-phase Blastoise in its place). They may have decided to scrap Venonat, but then needed a prevo for Venomoth and kept it in despite the similarities to Butterfree, but having an evolutionary link between Metapod and Venomoth seems highly unlikely.

[–] HeavenlySpoon@ttrpg.network 9 points 11 months ago

I’ve heard him (accurately) being referred to as a serial one-hit wonder. He also did Mouth Sounds, made the comic about Ariel getting 8 legs, and did the Guide to the Races of Star Trek and its spin-offs.

 

Hey lemmings,

I'm an amateur game designer probably best known for creating one of the more popular Feywild setting books for D&D. I’m putting the finishing touches on my far-too-ambitious TTRPG and figured I’d post about it here before forcing myself to do an actual marketing push.

The game is designed for somewhat standard medieval fantasy, which I know isn’t exactly a novel concept. However, it does fill a niche which I personally haven’t been able to fill with any other system. Most fantasy systems seem to either be D&D-alikes with a heavy focus on combat and heroics, OSR games with a heavy focus on dungeon crawling, or PbtA games with a heavy focus on genre emulation. What I wanted (and ended up creating) was a game with a focus on improvisation and shared storytelling without being constrained by genre tropes.^*^

My other big issue with a lot of fantasy RPGs is the reliance on mechanics which have no real connection to the fictional world. Things like hit points, experience points, and meta-currencies put the focus on the game part of RPGs and not the roleplaying part. What I wanted was a game where everything a player does has a clear and direct link to the fictional game world.

The result is The World Ahead, a system I’ve been building and playtesting for far too long. It features simple and collaborative character creation rules, a flexible resolution system, and a hell of a lot of resources, tables, tips, and tricks to facilitate play at the table. Everything is in service of making the game run smoothly and making things as collaborative as possible. It tries to be open-ended when zoomed in and streamlined when zoomed out.

The game is currently available for free on Itch:

https://heavenly-spoon.itch.io/theworldahead

People who aren't looking for a new RPG may still find something useful to steal in there. Perhaps the streamlined travel system, the collaborative worldbuilding rules, the tables for making things such as factions, wonders, and strange creatures, the magic items which all have a clear and obvious effect within the fiction, or the unique weather system. While most things are fairly well integrated into the core system, you can definitely rip stuff out without too much damage.

~*~~I~ ~will~ ~give~ ~a~ ~shoutout~ ~to~ ~Ryuutama~ ~and~ ~The~ ~One~ ~Ring.~ ~While~ ~they~ ~didn’t~ ~scratch~ ~the~ ~itch~ ~for~ ~me,~ ~they~ ~both~ ~have~ ~some~ ~excellent~ ~mechanics~ ~and~ ~are~ ~more~ ~in~ ~line~ ~with~ ~what~ ~I~ ~wanted~ ~to~ ~achieve~ ~here.~

[–] HeavenlySpoon@ttrpg.network 4 points 1 year ago (1 children)

And Last Chance to See! It’s somehow almost as absurd as his fictional works.

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