| Welcome to Pokemon Tabletop. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
- Pages:
- 1
- 2
| Would this campaign idea work?; Thinking of running Nuzlocke Sinnoh! | |
|---|---|
| Tweet Topic Started: Jan 15 2017, 10:25 AM (749 Views) | |
| thedanster7000 | Jan 15 2017, 10:25 AM Post #1 |
![]()
Galactic Grunt
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I'm thinking of running, in Roll20, the original Diamond/Pearl game using the Bulbapedia walkthrough's EXTREME game-stat detail to hopefully keep a sort of balance. I'll obviously be tweaking stuff to make it run better in tabletop but I'm hoping to keep most of it a direct port (they won't mind about the railroading, and I'll improvise if necessary). I want to run it Caratlocke, which is essentially Nuzlocke but a bit more lenient and with a points system for optional challenges (if you're unfamiliar with Nuzlocke, you can only catch the first Mon you meet each route, and Fainted Mons are released). My question is whether this might work, and any other advice regarding running Nuzlocke/a game port. Thanks in advance for any insight. |
![]() |
|
| Arcran | Jan 15 2017, 10:38 AM Post #2 |
![]()
Pokemon Apocalypse Survivor
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Nuzlocke doesn't work as well in this system as it does in the handhelds. For one thing, there's a hell of a lot more luck involved, making it very likely that most of the time the Pokemon's death will feel a little cheap. There's also a lot less incentive to use Pokemon that you don't want to or like, which makes the "One Pokemon per Route" rule pretty rough as well. Personally, I'd suggest avoiding a Nuzlocke port. PTU already causes players to care about their Pokemon more due to RP, so the main point of a Nuzlocke is gone. Now, if you just want to run it as a bit of a grinder campaign that's fine, I would just suggest focusing more on tough encounters than arbitrary Nuzlocke-style rules. |
![]() |
|
| thedanster7000 | Jan 15 2017, 10:45 AM Post #3 |
![]()
Galactic Grunt
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I was planning to give them a slight advantage because of the luck factor, simply through them being the only ones in the world with Trainer Classes. I was also thinking that I could just use set damage to avoid Mons being killed through a lucky full-damage critical, which is bound to happen at some point. I think the group aspect would make Nuzlocke less cruel as well, especially since Caratlocke provides some leeway in some of the rules. If it's too much of an issue, perhaps simply halving the death requirements could produce a higher chance of death without having everything just die at 0 HP? That would mean criticals at low health could easily kill Mons, but they wouldn't be dropping left, right, and centre if the players aren't fully competent. Edited by thedanster7000, Jan 15 2017, 10:46 AM.
|
![]() |
|
| Arcran | Jan 15 2017, 11:11 AM Post #4 |
![]()
Pokemon Apocalypse Survivor
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I'd avoid trying to increase lethality. While it sounds fun on paper, deaths due to random dice chance aren't particularly fun. If a Pokemon is going to die, it should have some plot significance, even in a darker game. Meaningless deaths just take a ton of resources and power away from the PCs for very little reason. PTU isn't a system that works well with death, just because players invest so much of their funds and Features in a Pokemon that if they die for no reason they get set way behind. However, this is all just my opinion, so take it with a grain of salt. |
![]() |
|
| l33tmaan | Jan 15 2017, 12:24 PM Post #5 |
|
Pokémon Trainer
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
You can already kill pokemon in the game as-is, why make it more lethal? Just have wild pokemon attack the party's pokemon after they're KO'd. I had my nightmarish Ground/Ghost Frillish sap the life out of my Hex Maniac's grappled Trapinch while they were trying to chase a bad guy. They thought the pair would let go of the Trapinch after it was knocked out, but I begged to differ. It's a fantastic way to quickly up the stakes of any encounter. |
![]() |
|
| thedanster7000 | Jan 15 2017, 12:28 PM Post #6 |
![]()
Galactic Grunt
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Because you can just retrieve the Pokémon, the system isn't designed (and rightly so) for the life/death stakes of a Nuzlocke type game, which is what I'm trying to emulate. How about making injuries permanent or putting a limit/banning Pokémon Centre use? I understand that PTU isn't meant to be harshly lethal as-is, but I think that my players will develop in both role play and tactics through an experience where their catching is limited and they WILL have Pokémon die. I'm just looking for the line that will make the game winnable, while the challenger and death are still present. Edited by thedanster7000, Jan 15 2017, 12:29 PM.
|
![]() |
|
| l33tmaan | Jan 15 2017, 12:36 PM Post #7 |
|
Pokémon Trainer
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
That's why you drag the pokemon away from everyone else and try to murder it - they left someone behind because they thought it was tanky enough to take it? Well, they'd better come back to save its life if it goes down fighting. Nuzlocke was made to compensate for how easy the vanilla pokemon games are, it's just not going to translate well into rocket-tag tabletop gaming. Under these circumstances, pokemon are guaranteed to die in droves, but if that's what you want then go for it, it sounds pretty brutal. |
![]() |
|
| thedanster7000 | Jan 15 2017, 12:39 PM Post #8 |
![]()
Galactic Grunt
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Yeah, I've only played a few games and they have been fairly brutal, but I wasn't sure whether that's always the case. I think I'll take you guys' advice and just fight harshly without changing the rules, and see how that goes. Thanks for the advice! |
![]() |
|
| Marhatus | Jan 15 2017, 12:46 PM Post #9 |
|
Avid Lurker
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I rambled a lot so bear with me. Spoiler: click to toggle
Edited by Marhatus, Jan 15 2017, 12:48 PM.
|
![]() |
|
| thedanster7000 | Jan 15 2017, 01:35 PM Post #10 |
![]()
Galactic Grunt
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I was thinking of Nuzlocke mainly for the challenge factor, but, as has been pointed out, PTU isn't as easy as the game. I'm fine with them playing with the plot if they want to, it can't twist the overarching story too much unless they go on a murdering spree or something. Perhaps using the specific prices/pickups from the game will provide the challenge I'm looking for, I think porting the game will make me a better PTU GM because I'll be more familiar with the games' story and progression. I think I'll leave Nuzlocke alone, at least for now... |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| Go to Next Page | |
| « Previous Topic · Pokemon: Tabletop United · Next Topic » |
- Pages:
- 1
- 2
| Track Topic · E-mail Topic |
5:23 PM Jul 10
|
Pokéball created by Sarah & Delirium of the ZNR






![]](http://z4.ifrm.com/static/1/pip_r.png)




5:23 PM Jul 10