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[PTA] A Module for Low-Level Play; Carrico Town and the Whistling Tree
Topic Started: Jun 27 2012, 06:25 PM (8,294 Views)
Elemental Knight
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Knight of the Spread Sheet
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A while back, I said I was making a module for use in Pokemon: Tabletop Adventures. I decided to start this project just to try my hand at adventure-writing, but having run through it with two gaming groups now, I think it's turned out pretty nice - and more importantly, I think it's ready for other people outside of my gaming groups to take a look at it. So, here it is:

Carrico Town and the Whistling Tree
A module for lower-level P:TA play, with maps and bestiary included

Some general notes, copied from the module itself:

  • This module is designed for Trainers at or around Trainer Level 1-3, with Pokemon at or around Level 7-12. In short, this means that it's designed to be a group's second adventure, after their introductory sessions, but with tweaking up or down the basic structure should work for most any group.
  • The module is designed to be region-agnostic, though it does involve a Gym with its own Badge. The module has further notes on adjusting it to your campaign and your cast of players, including if you do not want to include its Gym and Badge among your campaign's number.
  • While the module has been played through twice, by two different groups, it's sometimes difficult to balance encounters in P:TA when you have no idea what Pokemon the players might have. As such, GMs should feel free to adjust encounters and levels to fit their players.

While there's a little more that I want to do with it, the module should now be understandable, usable, playable, and of course, fun to play for a general P:TA audience. I'd love to hear if it seems that way to you, though! I'd also appreciate feedback on how I present the module, its content, and even just general "yay"s or "nay"s. Also, further suggestions are also appreciated!

TLDR: I made a module for P:TA. Tell me what you think!
Edited by Elemental Knight, Nov 13 2014, 07:53 PM.
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The Black Glove
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0_0

I remember reading this somewhere... I even based some notes on-

This is awesome. We need to make some more modules like this so we can have some basic adventure settings.
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Elemental Knight
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I have every intention to write some smaller, anime-episode-sized mini-modules eventually (I call them "Capture Sessions"). Of course, that depends on how this turns out - I'd rather not make more modules or mini-modules until I know this format / style / content isn't lacking.

I'm curious where you would've read this before! I don't think I've told anyone in this community about my wiki or shown them this module before, but it does draw inspiration from real-world biology.

And yeah, I agree - one of the things I regret about the FFRPG 3rd Edition is that we made lots of settings, but never any adventure modules. They're a great way to ease new players into a system, because they lower the bar to entry so well.

EDIT: And of course, I'd love to hear what, exactly, about this module you think is awesome (or not-awesome).
Edited by Elemental Knight, Jun 28 2012, 11:56 AM.
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The Black Glove
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Okay, so I guess I was pretty vague... let me try this again.

I think I read the campaign that this is based on (logs are here somewhere on the site I think). I remember some of the Pokemon they had were solosis, houndour, horsea... not sure of all of them though. I thought the campaign was great and took some notes on how the GM ran things.

Okay, so what's awesome:
-The story. Pokemon Poachers are a big threat, and having them threaten the nearby town by accident is a great way to pull the characters into it. Not to mention, in order to stop the problem, the players need to solve the mystery, fight off both trainers and wild Pokemon, and yet it still leaves a lot open-ended for the players to solve problems as they wish. In order to succeed, they will probably need to use all three aspects of interaction: Physical, Mental, and Social.
-The Capture Tank. Okay, so this is just "awesome" awesome. I can already imagine the looks on my player's faces when the bad guys drive up in a tank.
-Crane's Gun. This is the world of Pokemon. When someone pulls a gun out, they mean serious business. The scare value alone makes this a great addition.
-The setting. You've clearly detailed out what everything looks like in this location, where it is located, and how the players can reach it.

This is what a chapter of an adventure should look like. Detailed, but open to allow the players to be creative in how they solve problems. I may have to make one myself to help you create a collection. Now where's that stuff I had for the Agini Desert...
Edited by The Black Glove, Jun 28 2012, 03:24 PM.
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Elemental Knight
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Ahhh. That GM was me, and that group is still going, plus or minus a player (the Solosis' player, specifically). ^_^ I didn't think anyone was reading those logs, and I stopped posting them after a while. I'm glad you like my style! I can put up more logs, if you really want, though their coverage got a little spotty after a while, since MapTools doesn't have an automatic log-saving mechanism.

Both the Tank and the gun were intended pretty much as you said; the former to be a Cool Moment and reminiscent of Team Rocket's devices from the anime, and the latter as an Oh Crap Moment and a way for the enemy Trainer (Crane) to be engaged in the battle without mixing it up in melee.

That particular gaming group and I are still playing in that world, with this module having formed the first town and its adventure. I may have to post the world map at some point... But if you wanna get your own module rolling, I'll be looking forward to seeing it!
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The Black Glove
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Oh, I will, but I think what I've got in mind is a bit more for mid-level play. I'll get to work on some lower-level ones too.
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Kaorin Sakura
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I've yet to look at the adventure but I remember seeing that wiki somewhere before and I could only imagine stumbling upon a link somewhere on this site. >.o

I actually have plans to release a few modules for Pokémon of various difficulties in PDF form. Although the structure will probably be more closely related to Monte Cook's 3.5e D&D adventure modules since I've ran quite a few of those and always found those to be easy to run and understand from how it was presented.
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Gamesdisk
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I love this. Im not sure if I will ever get enough players to warrant a pokemon game but if I do this will be the first real mission they do.
Also the maze gym idea is brilliant and that tank Oh gezze!
Looking forward any more you write
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bigbowser
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Is there any way to use the maps given on an actual tabletop for irl play?

Excuse me if I'm overlooking something, I'm *relatively* new to playing GM.
Edited by bigbowser, Aug 9 2012, 11:51 AM.
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Elemental Knight
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Hm. The best way I can think of doing it would be for me to make an image of each map and then make those print-able. I'd have to mess with it a bit - to get the scale of the grid right for one-inch base minifigs - but it could be done!

Might take a while though - I'll be a bit busy for the next week or so, but I'll see if I can fit in the time to do that.
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