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| Safari fun time | |
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| Tweet Topic Started: Jan 4 2017, 03:25 PM (560 Views) | |
| rhysandphal | Jan 4 2017, 03:25 PM Post #1 |
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Pokémon Trainer
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So, the grass gym in my region, the third to last gym, has, as part of the reward for completing it, a nature reserve which the trainers will be allowed access to, containing various rare pokemon. I want them to be available for capture, but not via battle as, i mean, its a nature reserve. The issue with that is that, given that one of them is a channeler, most wild pokemon they capture are via non-combat methods. I want the experience of interacting with and capturing these pokemon to be fun and different, so i want some sort of system to make this more like a mini game of some kind, get some good difference of kind in the capture methods in my game. So, what i'm asking all you wonderful people, is have any of you done a pokemon safari type situation successfully? Or any other sort of mini-game/challenge based capture that worked well in your game? if so, or even just any passing ideas, i would love to know about it. Thanks in advance for reading, and thanks even more for any tips you can provide. |
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| Hungrygnome | Jan 4 2017, 03:44 PM Post #2 |
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Pokémon Trainer
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Well, my first thought is to make it like an actual Safari, where they are escorted around at all times. This allows you to have a NPC around to enforce the rules of capture. Secondly, an alternate capture reduction method needs to be implemented. Like in the games themselves, it can involve baiting them. or throwing rocks at them, and they have to use the Safari specific balls provided. SO say any pokemon has a base 20% capture rate, and a base flee rate of 20%.. Each bait decreases the likelyhood of capture by 5%, and decreases the chance to flee by 5%. while each rock increases the capture by 15% but increases the chance of flee each round by 5%. (Or whatever percentages you decide on) So they only have so many pokeballs, and only so many bait, and rocks they just can pick up basically. Then they have to manage how many rocks, how much bait to use, and how many pokeballs they have per trip. Also, I would say allow them to use Sleep inducing Pester Balls, but make them pricey and sold by the Safari itself.
Edited by Hungrygnome, Jan 4 2017, 03:46 PM.
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| Eisen | Jan 4 2017, 05:08 PM Post #3 |
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Pokémon Trainer
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The word you're looking for is "antepenultimate," by the way. |
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| TheGreenOne | Jan 6 2017, 07:12 AM Post #4 |
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Herald of Eveything
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--Hope im not too late, and sorry for the typos I dont have patience for grammar and english is not my mother language-- I did a pretty decent Safari on my two-year-long campaing through the johto league, my players seemed to like it a lot, let me summarize it for ya: So, Cianwood City, I had the whole Cianwood island be like 10% city 90% safari so I could fit several biomes there but it seems you wont have that problem. To start off, every player went in Solo, no pokemon, no items, only a bag with 30 safari balls a bottle of water, a compass, a map of the zone and a cool looking tracker necklace with a timer and a big red button to cancel their trip and call for help (In my setting the pokes are a bit more dangeous and aggresive than vanilla so that was necesary). Notes: The safari balls get deactivated (wont capture anything) after 6 hours or after they press the button, the necklace also tracks the number of pokeballs left so when by any of those methods the player ends their challenge, the central sends a car to bring them back to safety There were like 5 main routes, coloured paths of bricks that guided less adventurous participants through safe areas in order to get the max out of their time, the catch is, rarer pokemon live outside this paths. Players could choose to spend chunks of time to get fast to a location without encounters if they want something specific, or spend it 10min at a time to look arround carefuly or walk short distances in a direction to move while they look for pokemon. Lower level pokemon and the ones with more human-friendly behabiours were found near the start, since they tend to depend more on the safari staff, medium level and semi rares were found near the roads all arround the safari and the rarest ones were hours of treking away from any human-made... thing. Pros: Really great chance to get to explore individual character's personalities in solo situations, gets everyone the chance to explore what they want instead of following the group as usual. I also took the liberty of improvising personalities for each pokemon based on their species/natures since we didnt have the preassure of other 3 people wanting to rol their part, which made for some of the most memorable pokes in the whole campaing (The bush lover pikachu, that thought the world was made of bushes, and the shiny Treecko, that traumized after years of humans trying to capture him, tried -and almost succeded- to stab one of my characters in the neck from behind with a sharpened stick) Cons: SO TIME CONSUMING OMG, literaly 2 or 3 hours per character, plus the preparation and creation of pokemon sheets after the event. Also can be pretty boring if your players dont get into the roling part and are just spamming balls at everything that's not a rattata. |
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| Elemental Knight | Jan 6 2017, 04:44 PM Post #5 |
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Knight of the Spread Sheet
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So, I actually started my latest campaign with a Safari Zone run. I created a 3x3 Safari Zone, with each square being a different biome (chosen from the biomes, and using the sprites from, the DS games' Safari Zone). I then rolled up 1-5 Pokemon species that would live in that biome, and gave each species 1-5 actual individuals to live in that biome. Then I rolled up each individual Pokemon, including chances at type-shifts and inheritance. I also scattered some treasure around the Safari Zone, including additional Pokeballs. Then I gave each player a single Pokeball, and let them go at it. My players are generally the talky-feely types anyway, and they've played enough Pokemon games to know how to choose their favorites. Because this was intended to be each person's starter Pokemon, all of the Pokemon were Lv. 1, were generally young or innocent, and were generally easy to persuade. As I recall, my players decided afterwards that they were probably bred in captivity, since they didn't seem to have the skittishness or territorial concerns that wild Pokemon can, and I sagely nodded while writing that down in my notes under the table. ... If your Pokemon aren't so easily convinced, however, I could suggest holding skill checks, or even full-on skill challenges, to convince them to come. Making a good show of Intimidate could convince a Pokemon that you're tough enough to protect them; teaching them about Pokemon Types with Pokemon Education skill might show them that you're smart enough to keep them safe. I've been using the Obsidian Skill System, revamped for PTU, in my game, for this and other skill challenges - so far, it's been a pretty okay framework to hang whatever flavor or set-dressing you want on your non-combat challenges, and it makes it more complicated than a single skill roll. If you want to steal the map I used, here you go - it's a .rpmap file, intended for MapTools use. Edited by Elemental Knight, Jan 6 2017, 04:45 PM.
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| GrayGriffin | Jan 10 2017, 01:39 AM Post #6 |
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"Ah, you unmasked me. Whatever shall I do."
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We also got to kick the asses of some people who were messing around in and littering the place. |
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5:24 PM Jul 10
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Pokéball created by Sarah & Delirium of the ZNR





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5:24 PM Jul 10