Avatar of Mangrale

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Recent Statuses

1 mo ago
Current The only thing I love more than the protracted development of passion projects, is NOT getting other people's money involved.
1 like
2 mos ago
Oh Bulbapedia, why must you be this way?
3 mos ago
Despite what Joker 2 would have you believe, the REAL Joker works for Nintendo. Check mate, Batman!
1 like
4 mos ago
Okay but like seriously though, let's not tell Nintendo about this... About what, you ask? Exactly!
5 mos ago
"We hear your enthusiasm for exciting survival experiences, and we're proud to announce even more realistic dino-survival sandbox sims." - Game Devs, apparently
1 like

Bio

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WIP

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Greetings visitor! I hope you're having a good day! Whether you've seen me around the guild or not, I should admit that it's only been within year-6 of my time on this site that I've bothered to start work on this here "bio". I feel like I should apologize for not making it a higher priority much sooner, but lately I've adopted that "better late than never" mindset when it comes to introductions, and besides, I doubt there was much to tell in my early years anyway. I'm pretty much an amateur writer who got my start as a minor tag-along player in a fandom AU campaign ran by a small, close-nit remnant of a community formerly in association with a notable strategy-gaming youtuber. I'm being vague for brevity's sake. In the end, I value my first exposure to roleplaying as a personal learning experience more than anything, as I'm definitely the kind of person that sequesters themselves in any given community they find themselves in and RPG is certainly no exception.

That pretty much explains what I've been up to for the last several or so years, with only occasional public posts from me, as private 1x1 roleplays are easily where the lion's share of my attention goes to. Details regarding my particular interests and even approach as a prospective partner can be found in the interest check I update very rarely, but if you'd like to have a link to it or want to work with me in a similar capacity, then PMs are the best way to reach me. As for what you can expect in very broad terms, I'll say that I'm a 90s kid who'd grown up on Nintendo and Cartoon Network where, thanks to Toonami, I've developed an appreciation for the Japanese style of animation, a style that commonly influences my own creative endeavors to this day. That is in no way to say that I'm an avid watcher of anime and the like (I have my tastes and while that does sometimes coincide with what's current, it usually doesn't), just that I gravitate toward the ludicrous, extraordinary concepts and settings they commonly facilitate. That style aligns with what excites me creatively. That's the long and short of it. Exceptions do exist of course.
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Most Recent Posts

Hello again. I'm back to drop this latest update in my attempt at making all that stuff I mentioned earlier "official", this time with those points about leveling and ranking. There might have been a better format for laying it all out than just the bullet points it started as months ago, but honestly I was taking too long to think of something and wanted it over with so I hope what's there is easy enough to follow. I can't discount the possibility of someone joining who's never even touched the games, so it's with them in mind especially that I write this. There's plenty of reasons to give this RP a pass, but being kept in the dark on how anything works certainly won't be one of them.



Only minor changes here and there really seemed necessary, so if you saw the original list, then this really isn't gonna surprise you, I'd say. I thought about laying down all the mission ranks for each and every team rank (TR&MD, Point 5), but in truth, things like that as well as "RP" requirements for teams to move up to the next rank will continue to be under consideration. Honestly they feel like suggestions rather than hard rules, at least until they're tested for real. On top of that, I'm willing to bet that most players couldn't care less about such finer details, so long as the game remains engaging enough all throughout. To anyone else, a pointer or critique will be appreciated.

Just a while longer and I'll be ready to continue delving back into new features and points on the continent. I have something stupid and reckless I want to try, but there needs to be at least one more public POI on the "map" (no literal map is involved) before I start to unveil what that is. It was something I actually thought of before I heard someone else mention it in passing. It's doubtful that too many would be interested in it when all is said and done, and it probably sounds cooler in my head, but I'm too curious to not look into it if nothing else. Anyway, I hope that the new year has been fair to you so far. Catch you later.
Hello there. Thanks for taking a look at the last update of the year. I wanted at least one update on what to expect from the "Dungeon Overview" section I'll add to the grand info post. It's lacking that part about how to read the dungeon map, but I'll finish up that part on my own before moving on to the next stage of development. It'll more or less be what I already showed before.

Just to reiterate, this is partially for anyone who might somehow see themselves making dungeons along with me in the future, as unlikely as that is. Anyone else may want to know just how far I'm willing to go when it comes to this major feature, yet I'll understand if this is something you'd rather not pay mind to right now, on the off chance that you don't see the need and would rather leave certain things a mystery until they're applied in the RP proper.



I can only hope that everything is as clear as it can be. Changes to the template itself were in order, most notably to my own little addition to the feature checklist. I have certain ideas I want to explore when it comes to dungeons and I suppose it's up to you whether you want to know of them now or experience them the old fashion way when the time comes.

That should do it for now. I'm currently closer to opening this RP for real than I've ever been before, and I couldn't be more pleased with how it's shaping up. There's much to be done still, and while I may not have the clearest picture for what the end looks like, I know what the next step is. More importantly, I'm eager to scrounge up what time I have to reach it. That's not something I take lightly. You give up a few things chasing something like this, but it's one year on, and I'm not tired yet. Anyway, thank you for your attention, even if it was only this one time. I hope you have a really great new year, and if you're as interested in PMDAE as I am, I'll do what I can to make sure of it. See you soon.
Hey guys! With life sorta settling down for a bit, I wanted to get some small updates to mechanics out of the way before I get on to recording the comprehensive (hopefully) guide for dungeons. Depending on how "involved" these somewhat related features are, additional guides of sorts may also be in order, but I'll decide on that later.

Times of Day
This is an inevitable consideration if I really want to make everything feel a bit more like a simulation, if that's the best way to put it. We've already taken a major step in that direction with the calendar, and I intend for any given day to be further divided, though I may be a tad iffy on exactly how to go about it. The simple answer would be the straight up clock (hours:minutes) approach.

But I feel like just a general division into phases might do the trick instead. I'm referring to "Morning - Afternoon - Evening - Night", with further specifics like "Early, Mid, and Late" to encompass all parts of the day. This will surely keep it simple for all of us, especially when it comes to our post headers. And all 12 subdivisions at 2 hours each still add up to a 24 hour day anyway. With that, it becomes a matter of determining how long certain actions take, some likely to be preset by me while players can have a say on others.

Food and Hunger
This connects with that "resource management" thing I mentioned in that earlier dungeon update. As early as the classic food items, I knew hunger was going to factor in when traversing a dungeon; it was the "how exactly" that I left on the table until now. And when it comes down to it, "hunger checks" for every party member after a predictable number of turns feels like the way to go, the working number I have in mind for now being 10. By moving a space on the map or completing a round of combat, a turn will have passed, and after 10, all members will have to either eat food or be marked down to a lower status condition, with "starving" being the lowest you can go before overall health is affected.

Now where things get really experimental is that I also want hunger to continue being a thing outside of dungeons too. It may be just a matter of setting the "hunger checks" at the right times, likely in the morning, afternoon, and evening. Food will be a resource, and every pokémon (PCs or otherwise) will need enough food to make it through the day smoothly.


That all might be a decent summary of it all for now. This all started as an idea for a PMD game that makes the player into the guildmaster or town mayor, a town/guild management layer that ties it all together. At this point, I reckon this project may be destined for the tabletop section out of all of them once development wraps up, certainly a first for me if no one else. Anyway, thanks again for catching this update. I'm sure you're reading this out of simple curiosity by this point, but I appreciate it nonetheless. I'll push myself to get the next update, likely the dungeon guide, out sooner than this one. See you next time.
Hello! First off, not dead. Secondly, I'm back after a while to post my progress after what time I had to work with. There was some finagling here and there over how a dungeon's details should be laid out, especially considering how certain elements like the number of loot items and enemies can vary significantly over the course of the campaign. Now of course, I've never made anything like this before, but I believe I have something approaching a functional template, which I arrived at by piecing together what significant bits came to mind for that first lowest rank dungeon, and then stripping it all out, leaving just the formatting behind. Have a look!



I thought about showing you all the full version for the first dungeon, but I kinda thought to keep it a secret for just a little longer. In it, I've taken to using plenty of abbreviated text for the finer details. Perhaps more annoying still, I very much intend to see all tables forcibly extended horizontally for accommodate everything included in later dungeons. The online references (bulbiedia and such) I used had additional things recorded, but I hope I've zeroed in on the most relevant. There may be changes in the future.

And of course, since I imagine an eyebrow or two has been raised because of the last of that checklist, I'll say that it's by no means a new concept when it comes to dungeon crawling, but I liked the idea enough to feature it in the future, with a decent idea of how to implement it. It isn't that I'm looking to push players to go through dungeons faster, merely that I like the tension that it brings. Needless to say, this info is for the DM's eyes only, you understand. Anyway, that'll be all for now. Sorry again for the delay. Till next time.
Welcome back. This latest tangential game feature of mine hasn't been the most engaging to build unsurprisingly, but it's no less necessary for the kind of experience I'm aiming for. A PC's Level/EXP and Team Ranking would preferably be less so an allowance from the GM, and more so an attainable reward rooted in player decisions, from delving into dungeons to choosing what quests to take on, for the sake of a rewarding sense of progression. That's the idea anyway. But make no mistake, I have no real idea what I'm doing. The Explorers games have given me a clear framework along with its Team and Mission Difficulty Rankings. But what I have in store might only be a crude attempt at imitating its inner workings. But let's give it a go anyway!

Player Leveling & EXP
Very quickly I found that EXP "by the enemy" was out of the question, mostly because of how annoying it would be to tally. Instead I scaled everything back to make it as manageable and simple as possible. Have I gone too far in that direction? Probably. Yet it's the process of trial and error (me learning things the hard way) that appeals to me so much. Anyway, here's the plan.
  • Current level determines the EXP required to level up (lvl 1 needs 1 EXP, lvl 2 needs 2 EXP and so on)
  • EXP is earned by each PC through certain actions (especially completing dungeon runs)
  • Every dungeon will be assigned to a Team Rank, which will determine the amount of EXP received upon a successful run
    (Example: Normal Rank = 1 EXP, Bronze Rank = 2 EXP, etc.)

Team Ranking & Mission Difficulty
Naturally, my first instinct is to run with all the unique Team Ranks (Normal to Guildmaster) and the Mission Difficulty Rankings (E to ★9) from the Explorers games. They aren't in contention, but everything else I got is pretty up in the air. See for yourself.
  • A range of levels is recommended under each Team Ranking, for where members ought to be at that point
    (Example: Normal Rank = Levels 1 - 10, Bronze Rank = Levels 11 - 20, etc.)
  • Team Ranking also determines what Mission Difficulty Ranks will be available to choose from among jobs
    (Example: Normal Rank = E - D, Bronze = D - B)(As of now)
  • The amount of Rank Points (RP) a team earns is based on mission difficulty
    (Example: D.Rank E = 1 RP, D.Rank D = 2 RP, etc.)

That's where my mind is right now. As you can imagine, the exact total amount of RP a team needs to reach the next rank cannot be set in stone for now. The Explorers games seemed to have always set Bronze Rank with 100 pts, but I might only follow suit as a tentative mark as I see how quickly players progress towards it within that first in-game year. I'm sure I've made mistakes somewhere in here, but regardless, some of it will be ironed out with testing. Anyway, I'll be back eventually with more on dungeons sometime later. Take care until then.
Hello again. This one might be a little shorter because, while I am indeed piecing together what I want for the first dungeon, I wanted to take a bit of time to consider (aloud) one aspect of dungeon classification and by extension player progression. If anything, it'll help me have a clearer grasp on what my options are.

In the Explorers games, Exploration Ranks are (unless I'm missing something) milestones attributed to the PC and their partner as they progress through their adventures, signifying their level of experience as explorers. Could be wrong but, to my knowledge, nowhere else is ranking mentioned in the games than when it is applied to the player's team. I don't believe it's revealed what the other guildmembers' ranks are. And there certainly isn't some manner of ranking for the Wigglytuff Guild itself, because it's very much the only one in the story.

If I'm on the mark thus far, then you can probably see where I'm going with this. As this project is shaping up as of now, ranks may have to carry more weight. There will be at least one adventuring team made up completely of PCs at the start of the story, with its own name and ranking ("Normal" to begin with). That ranking will be tied (either directly or indirectly) to the members' literal levels and the levels of any new PCs that may join that team down the road. The team's rank will also determine what dungeons and jobs will be open to them.

Will that wind up with us tracking team rank points throughout the story? Possibly. It might not be that hard to do, but I suppose a good method to fall back on could be to tie rank progression to certain checkpoints in the story. Other teams might come into play too though, either of PCs if interest grows to support it, or even side characters as the outpost itself grows in size. I'll be taking a look at the ranking/points scale that EoS used and coming up with a path forward. Thanks for listening to me talk aloud here. I'll be back soonish.
Alrighty! Time for the follow up for Dungeons. If you'll remember, I might have mentioned how I'd want the door to stay open for players to incrementally add to the world beyond just their own characters and associated structures/businesses at base camp. That would include dungeons along with all the statistics involved. That's what's been at the back of my mind while deciding how to proceed. No guarantee that anyone will want to go that far in the end, but it shouldn't hurt to explain everything anyway.

Below, you will once again find the Dungeon Sample, but this time I went ahead and filled in all of its discoverable spaces, right down to the room space containing the "stairs", the exit of the floor. Before I go further, I'll say that I'm debating the highest number of rows that future dungeons can ever have to potentially work with. Ten rows for a 10x10 grid sounded cool and all, but I quickly felt that such a size might be too cumbersome to deal with, so expect the largest of maps to be half that size at most. Besides that, the aforementioned dungeon floor space limits should prevent absolute clusters like this (at least in the early stages)

  • Active Cells (Highlighted Spaces) are for rooms where the player party is located.
  • Black Full Blocks just mean a completely unknown and/or (currently) unreachable part of the map
  • █ White Full Blocks refer to open spaces, and one or more blocks alongside each other make an open room.
  • ╬ Box Drawing Characters (Double Lines) are for pathways and corridors within a dungeon
  • Gray Full Blocks are also unknown parts of the map, but ones reachable by players from adjacent spaces
  • Orange Full Blocks are like gray spaces but can only be entered when certain requirements are met (i.e. locked doors and obstacles)
  • Red Full Blocks signify room spaces where the stairs of the current floor will be found




It became apparent very early on that I really can't stuff everything there is to know about each of a dungeon's spaces into their respective marker's abbreviated text. Now, I'm still going to use abbreviated text (because I have a problem), but once players reach a new space, there will also be additional information under the dungeon table itself. While the abbr. text on the space might wind up being some flavorful details about what the PC party observes about the space, the info below the table may include such things as environmental features, traps (typically series classics of the hidden sort), money/items in various levels of accessibility, and of course hostile pokémon endemic to the dungeon itself. There are more possibilities of course, and as mentioned, I'm eyeing simple online RNGs for certain probabilities.

Hopefully you got a clear enough idea of what I'm aiming for with dungeons. Tis only the lack of stat tracking and dice rolls that's keeping this project from the tabletop section at this point. Anyway, with little in the way of major hurdles jumping out at me in this conceptual stage, I'm just about ready to dip my toes into the next stage for dungeons: setting up the first lowest level dungeon that players will know of at the start of the RP. After something of a final judgement call on everything that'll go into a dungeon, even a very early one, I should feel confident in setting up templates, both for what to explain going into a dungeon and what to keep track of while delving through one. I'll get to work on it soon, so I wish you all the best until next time. See you later.
@Srpv
Hello there. Yeah I believe you got it. Pokémon Mystery Dungeon is very much mystery dungeon RPGs where you play as the pokémon themselves. People who know the game series will remember a special quirk reserved for certain characters, but I believe that out of all the RPs that I've seen people do before, everyone is a pokémon plain and simple, and there are no humans. I'm adding some extra things to my game, but at its heart it'll still pretty much be a fantasy adventure sandbox but with pokémon instead of people. It's still a WIP for now, but I've made definite progress.

Your spearow will likely fit in just fine. The character sheet template will be revealed in the future so keep an eye out if you want.
Hey guys! I've come back with the beginnings of what may be the RP's biggest feature: Dungeons. Some may already be known by the time the story begins, others (or most) will have to be discovered over time. But the way dungeons will be implemented was rather up in the air for a while, and it essentially has a major bearing on the game as a whole. So naturally I'm starting with an off-kilter option to see how that goes for a while. You see, the bare minimum might be something like just written descriptions whereas the most experienced GMs might look to using their online dungeon-generator of choice. But me, I'm currently leaning towards the poor-man's dungeon map, finagling tables once more, but this time into a simple square grid formation. Keep in mind that some of this might be subject to change.

Below you'll find a sample for 10 columns and 3 rows, representing 1 floor of a dungeon. Number of floors and even the total spaces a floor can have will vary from dungeon to dungeon.
  • Active Cells (Highlighted Spaces) are for rooms where the player party is located. Can the party split up in a dungeon? Not sure. Should they? Probably not. But we'll cross that bridge later.
  • Black Full Blocks just mean a completely unknown and (currently) unreachable part of the map
  • █ White Full Blocks refer to open spaces, and one or more blocks alongside each other make an open room.
  • ╬ Box Drawing Characters (Double Lines) are for pathways and corridors within a dungeon
  • Gray Full Blocks are also unknown parts of the map, but ones reachable by players from adjacent spaces




I hope this setup is easy to read, even if it isn't particularly pretty to look at. It's the best I could come up with at this point, and I believe that, in this way, I can incorporate some of the additional features we've come to love about PMD's dungeon crawling. Course for now, I'm not fixing to make combat overly stat based, perhaps only things like equipment, level, typing and moves factoring into a player's own storytelling. What harder rules I do have in mind center around things like resource management and (maybe) a light use of RNG tables.

I'll of course explain more in future updates. TTRPGs were never my scene, and I'm sure it shows. But even if there was a guarantee that I'd pull this off flawlessly, I feel like there might be some level of disappointment towards this direction. Doors are bound to close with decisions like this. Regardless, all I can say is that I'll try my best to make it work, till the very end or until something I hadn't accounted for makes me reexamine what I want from the RP (it's been known to happen). Anyway, I wish you all the best until I come back. Take care.
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