The other thing we've been focused on at the moment is the Camp phase during overworld movement, and I'll share a few things with you that we've worked out.
I wanted the 'Make Camp' phase to be the equivalent of an 'Upkeep' phase, if you like; a chance for not only the characters to catch a breather, but for the players to stop, chat amongst themselves, and do a few cool and interesting things before refocusing on the next day's travel.
When night falls, the group must make the decision on whether to 'Make Camp', or push on through the night. Pushing on will get them to their destination faster and give them another Travel Card, but there are certain events that can only take place during camp.
For the group as a whole, the following things occur when they decide to Make Camp:
- The players tend to their injured or fainted Pokemon. All Pokemon that are Injured (half HP or below) or fainted regain HP equal to their Base HP stat, up to a maximum of half their HP.
- Players may trade items and cash amongst each other.
- Players may switch moves in a Pokemon's Move Set.
- Daily Pokemon moves are reset.
- The Researcher can dig for fossil fragments;
- The Groomer can groom one of their Pokemon, potentially raising it's Loyalty;
- The Breeder can make a batch of food, potentially raising one of the party's Pokemon's Loyalty;
- The Ranger can scout for Berries;
With these additions, the decision on whether to make camp or not has become a lot more interesting.
As of writing this, I'm currently knocking out the final cards in the Sinnoh pokedex, and Unova is looming close behind it. The home straight isn't far away.
Until next time!
- Jamie
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