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Summer Project; World Circuit; Campaign Module focused on playing through the entire Pokemon world.
Topic Started: May 7 2015, 05:53 AM (2,164 Views)
DiceyUK
Pokémon Trainer
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Also, I'm thinking of assuming Red, Gold, Ruby etc never existed (as characters) if I base the splat at the same time as the games - as if the events of the games had never transpired.

However, if I base the splat a stone's throw into the future, I can assume that all of those events had happened and that, as a result, new occurrences have emerged?

If the latter becomes my course of action, then I'll need help with the new stories and such.

EDIT: Ooops, sorry for the double-post.
Edited by DiceyUK, May 9 2015, 03:28 PM.
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Domo
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Kawaii Detective
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If you're going to ignore the plot anyway, then why does it matter that the timeline is moved up? It's utterly irrelevant at that point. Go ahead and update tech to the Gen 6 style stuff that's core to PTU, but that's already going to be assumed when people pick up the setting.
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DiceyUK
Pokémon Trainer
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I think you misread my post, Domo.

If I base the story in the future, I would have all of the events of the games be part of the history.

If I base the game in the present time, I would assume the events aren't occurring so that the players aren't left just watching a retelling of the stories they've played before.

Thankyou for the tech-level suggestion, but obviously that'd work best for a present-time game.
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Goliathus
Pokémon Trainer
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DiceyUK
May 9 2015, 02:56 PM
Okay, so, I've considered basing this splat (is that the correct term?) on a point in time about 3-10 years past the console games. Is that too much of a jump? What could I expect to have changed in that time?

Ideally, I want a resurgence of criminal Teams, pursuing their goals in new and exciting ways that reinforce (and are reinforced by) the tabletop platform.

Perhaps new developments in poketech? Such as some features of DPDoM?


OR should I stay truer to the games? Emulate the experience the main-series games provided?
My personal opinion is that since you are doing this for the vanilla regions, you should stick with the games environment. You can suggest that GMs can import DPDoM stuff over if they want to but the guide itself should be an authentic core experience. When I read a book about the 6 regions, I expect it to be an authentic tabletop import of the video game experience. It might not be that for many people but that's how I personally feel.

As for your concern of history, I think that is up to the GM himself? The book should offer all the helpers but creating the history is not necessarily IMO. Say in your history, Red became one of the Elite Four after a 5 years jump. However, GM A doesn't want that, he wants Red gone. GM B prefers Red to be a Gym Leader, so forth and so on. When every GM is "re-writing" the history, then your included history doesn't serve its purpose. The best you can do IMO, is to write it like the campaign setting in the GoT and DPDoM book. Those are very good base for any interested GM but it's vague enough that the GM has a lot of freedom to design their campaign on. You can have a campaign setting like "A New Century", a campaign set 100 years after the games' event. Then, you work on how technologies have changed in the century and how have the regions evolved.
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DiceyUK
Pokémon Trainer
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Okay, that makes a lot of sense :)

I'll put any mentions of DPDoM aside and possibly make that it's own campaign book.

I'll make a core setting book with fleshed-out locations, suggested encounters, etc as they are in the core games with a little extra fluff to make it mesh better with the tabletop system. Also, I would like to make the regions less linear and provide a more free-form travel system (probably a simple grid-based map with terrain types.

I feel like a GoT inclusion would change the game up a lot more though. So I might not create that one without a lot of input from other contributors.

---

Also, I'm currently really looking for suggestions on how to go about this. At the moment, I'm ripping a lot of quotes from Bulbapedia, which feels a little useless.
Edited by DiceyUK, May 12 2015, 02:26 PM.
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Torchlyte
Trainer Pokémon
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DiceyUK
May 11 2015, 05:26 AM
Also, I'm currently really looking for suggestions on how to go about this. At the moment, I'm ripping a lot of quotes from Bulbapedia, which feels a little useless.
No point in duplicating Bulbapedia, people know where to go if they want to remember which NPCs are in Pewter City. Here's what I think would be most useful as a GM resource:

For each region...
-Map
-Key Locations (economic, cultural centers, etc.)
-Important Groups/Corporations
-Important NPCs
-Quick Overall History
-Recent Major Events
-A Few Sample Plot Hooks and New Developments

That alone should be plenty of content and will enable GMs to craft their own campaigns. After all, the point (presumably) is to orient people and help them run their own campaigns, not try and premake the content for the countless future campaigns that might exist. I would also just assume that the game events are canon and keep speculative futures to the ends of appropriate sections. In other words, the end of Red's blurb for Important NPCs in Kanto, the end of Team Rocket's blurb, etc.

Beyond that, you can add sections for other innovations like the gym system that Turneround360 suggested.

Edit:

Obviously, I'm replying to a month-old topic at this point so my suggestions may be moot. Assuming that you haven't done a large bulk already, though, this is my take.
Edited by Torchlyte, Jun 8 2015, 07:17 AM.
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Flamewolf9
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Pokémon Trainer
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Thanks for the feedback. This is a major undertaking and we are still pretty early in development. Any and all feedback is always welcome.
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Dieben
Wanted Dead by Pewter City P.D.
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Both are fair options, the former gives you and the players a bit more flexibility in actions though.
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DiceyUK
Pokémon Trainer
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You see, I'm edging closer and closer to writing the Campaign primarily. Largely because it was always part of the project vision and because there's not much point in me just stretching out what bulbapedia's already got.

I'm going to base it a handful of years (around 5) later, and flesh it out like so. I'll leave the GM plenty of options and direction tips but ultimately, I want to produce a playable world that doesn't require the GM to write anything him/herself. Everything will be suggested content, meaning the GM doesn't have to stick to anything if they dont want to.
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