Hello and welcome to my little game.
This is going to be a classic pokémon journey, with a group of young children setting out from Pallet town to follow their dreams. I will take on the brunt of the work (and authority) as game master, although players are welcome to take control of NPCs and aspects of the game world as it suits their needs. Everyone should be working together toward a steady pace and an interesting adventure, so I'm trusting all players to behave. If anyone happens to end up significantly ahead of everyone else, we'll work to make sure everyone catches up.
Setup:
Another year rolls around, and a new group of 13-year olds are gathering at professor Oak's laboratory in Pallet Town to receive their pokédexes and - for some - their very first pokémon. From there on, they will travel along the routes through the Kanto region, searching for ever stronger pokémon as they pursue their dreams. This is going to be a First Generation pokémon role play, and as such all pokémon beyond the first 151 will be completely absent. I'm not as picky with other elements of later games - if someone is rich and wants to have a pokégear, fine.
As this is a role play, we'll do away with many of the more game-like elements from the games and series. There is no artificial limit to how many pokémon you can carry at once (although trainers often agree to use a limited number of pokémon in a fight) or how many moves your pokémon can learn, and your inventory size is just however much you think your character could realistically carry, for example. Likewise, if you're in a life and death fight against Team Rocket similar types, there's nothing preventing you throwing your entire team and them at once.
On the other hand, to keep a light-hearted feel to the game, we are going to play up the more cartoony aspects of the setting. Getting hit by a Thunderbolt or Flamethrower isn't going to kill or seriously injure anyone, for example, although it may incapacitate. Serious injury and death should be quite rare, and I'm hoping darker themes in general will be kept to a minimum.
Ideally, I would like a party of unique - but believable - characters with strong personalities. To aid in this, I'm requiring everyone to pick a Trainer Class (see the sheet below), which will hopefully help your characterization. Be sure to show some restraint, though - I would like to avoid something like a party consisting of Red's son using his father's pikachu, a psychic prodigy of unheard of power, and a kid who taught her shiny magikarp to speak.
On combat and conflict resolution:
Combat is going to be handled narratively. You'll win a few, lose a few, depending on your approach and whatever's dramatically appropriate - in order to ensure that there's some risk, I'll be the ultimate arbiter of who wins what. The important part is that the fights are tense and interesting to read.
If there's ever an argument that can't be solved through in character discussion, such as who gets to capture a certain pokémon, or who gets to keep a cool item, we'll solve it in true Japanese fashion - rock, paper, scissors. You'll simply each send me a PM with a series of plays - say, ten - which will be compared to one another, in order, with the winner being the first play that isn't a tie.
You're welcome to ask questions and post interest with or without a filled out character sheet.
This is going to be a classic pokémon journey, with a group of young children setting out from Pallet town to follow their dreams. I will take on the brunt of the work (and authority) as game master, although players are welcome to take control of NPCs and aspects of the game world as it suits their needs. Everyone should be working together toward a steady pace and an interesting adventure, so I'm trusting all players to behave. If anyone happens to end up significantly ahead of everyone else, we'll work to make sure everyone catches up.
Setup:
Another year rolls around, and a new group of 13-year olds are gathering at professor Oak's laboratory in Pallet Town to receive their pokédexes and - for some - their very first pokémon. From there on, they will travel along the routes through the Kanto region, searching for ever stronger pokémon as they pursue their dreams. This is going to be a First Generation pokémon role play, and as such all pokémon beyond the first 151 will be completely absent. I'm not as picky with other elements of later games - if someone is rich and wants to have a pokégear, fine.
As this is a role play, we'll do away with many of the more game-like elements from the games and series. There is no artificial limit to how many pokémon you can carry at once (although trainers often agree to use a limited number of pokémon in a fight) or how many moves your pokémon can learn, and your inventory size is just however much you think your character could realistically carry, for example. Likewise, if you're in a life and death fight against Team Rocket similar types, there's nothing preventing you throwing your entire team and them at once.
On the other hand, to keep a light-hearted feel to the game, we are going to play up the more cartoony aspects of the setting. Getting hit by a Thunderbolt or Flamethrower isn't going to kill or seriously injure anyone, for example, although it may incapacitate. Serious injury and death should be quite rare, and I'm hoping darker themes in general will be kept to a minimum.
Ideally, I would like a party of unique - but believable - characters with strong personalities. To aid in this, I'm requiring everyone to pick a Trainer Class (see the sheet below), which will hopefully help your characterization. Be sure to show some restraint, though - I would like to avoid something like a party consisting of Red's son using his father's pikachu, a psychic prodigy of unheard of power, and a kid who taught her shiny magikarp to speak.
On combat and conflict resolution:
Combat is going to be handled narratively. You'll win a few, lose a few, depending on your approach and whatever's dramatically appropriate - in order to ensure that there's some risk, I'll be the ultimate arbiter of who wins what. The important part is that the fights are tense and interesting to read.
If there's ever an argument that can't be solved through in character discussion, such as who gets to capture a certain pokémon, or who gets to keep a cool item, we'll solve it in true Japanese fashion - rock, paper, scissors. You'll simply each send me a PM with a series of plays - say, ten - which will be compared to one another, in order, with the winner being the first play that isn't a tie.
You're welcome to ask questions and post interest with or without a filled out character sheet.