Showing posts with label level up. Show all posts
Showing posts with label level up. Show all posts

Sunday, 24 November 2013

Pokemon Journeys - Minor Playtest

Currently, the very first proper playtest for Pokemon Journeys is scheduled for this coming weekend, and I'm very excited about finding out what everyone thinks of the system, seeing what works and what doesn't.

My good friends Chris and Louise from Parental Guidance came by this weekend, and we decided to have  a small, informal playtest of the game, to give them a look at how it was all progressing, and also so I could see it in motion with my own eyes before the upcoming major playtest.

I built a small 20 card Travel Deck, drew a simple map on a blank D&D Battlemat, and then we made some test characters. Louise played as a Breeder, and started with Bulbasaur, whilst Chris chose to be a Researcher and started with Charmander. Each Pokemon began at lvl 5.

The map had 10 squares between the two towns, so it would take the pair a little over 2 days to get there.

Our first playthrough went very smoothly - probably too smoothly. A lot of Clear Run cards were drawn in succession, despite my thorough shuffling. I used my List of randomly generated Pokemon I made beforehand to select trainer Pokemon from when Trainer Battle cards were drawn, and Chris' Charmander destroyed the only Wild Pokemon they came across with some big damage rolls.

It was really good to see the excitement when a 2v2 Team Battle card was drawn, where they got to battle together against a pair of opponents. I think these cards are going to be a real hit with players. 

We "teleported" back to the first town and tried it again. This time, the journey was far more arduous. Louise came across a wild Bouffalant that pasted her Bulbasaur before charging off, meaning they had to backtrack to the starting town to heal up. Upon trying again, a wild Pinsir attacked Louise, and Bulbasaur bit the dust again, forcing them to scurry back a second time. I was having the players roll to randomly determine wild encounters, and it was just unlucky that Louise rolled the two most powerful Pokemon I had generated.

Chris also blew another wild encouter when his Charmander destroyed an Azurill. As well as downing an opposing trainer's Pokemon in a single hit, Charmander quickly earned the nickname 'Killer'.

We got to test out the different weather cards, and that system worked well. Dry Weather (Fire Types may re-roll their damage rolls) feature predominantly, and Chris made plenty of use with it with Charmander. It wasn't until after the game had finished that he realised he could also have used Dry Weather to reroll Charmander's big damage rolls to make them lower, thus not completely devouring the wild encounters he'd had. Chris thought this was a great mechanic.

With the deck empty and all the wild encounters having either been too powerful or eaten by Charmander, we finished the playtest with their starters having just reached lvl 8, and we decided to give each of the players an extra lvl 5 Pokemon (Chris got Rattata, Louise got Spearow) and have a friendly match against each other.

Chris managed to pull the win after his Rattata went down to Bulbasaur, and finished off both of Louise's Pokemon with his increasingly scary killer Charmander.

We had a long discussion after the game about what worked, what didn't, what we liked and what we thought needed changing. Both Chris and Louise loved the game, and actually thought it was almost perfect as it was, with only minor changes needed. Even though Louise got done in twice by two powerful wilds, it turned out that they actually enjoyed that, Chris saying that it added a real feeling of adventure and danger to the game; "sometimes you run through to the next town without a hitch, and sometimes you get beat and scurry back to your mum's house with your tail between your legs. That's just how it goes sometimes." They pointed out that Louise could have chosen to run from those powerful encounters, but she took them on and paid the price.


I was wrapped to hear that the game was not only playable, but enjoyable in it's first draft. For me as the GM, it was easy to run, as I only had to get involved to play the role of wild and trainer encounters, or dish out items that had been found. All of this came from my list that I'd made beforehand, so there was very little looking up stats or the like for me.

The battling system worked really really well. Rolling to see who sends out first really added a great element, and the rest played out very naturally from there.

There were really only 2 issues that cropped up during the game, and a few things that caused discussion on what should happen. They were:

- Money. In Pokemon Journeys, battles against Trainers do not grant money in the way the games do. Instead, the player makes a wager before the battle. If they win, they get that much money. If they lose, they lose it. In theory we loved this system, but in practice it led to a quick money shortage for the players, especially with items like Pokeballs and Potions still costing the in-game equivalent. We resolved this problem by granting the player double their wager if they won, but still losing their wager if they lost, which the three of us thought balanced things out much better.

- Damage. I've said it before, but the damage values we were using from Pokemon Tabletop Adventures was mostly a mess. I'll be working this week on a new damage system, converting Power ratings from the in-game moves into dice, that I'll talk about in another post, which I hope will make things a lot more balanced.

- When a wild Pokemon beat Louise, we discussed whether another player could jump in and try to continue battling it and capture it. In the end, we decided against this, as it meant the defeated player could do all the work and get it to a capturable state, for someone else to just jump in and steal. We resolved that if a player's Pokemon are defeated by a wild one, it runs away.

- We decided to alter the Capture Rates of the Pokemon to a d10 system instead of a d100 system, by simply dividing the CR's by 10.

- We discussed whether a player could borrow Pokeballs from other players if they ran out trying to capture a wild Pokemon. We didn't resolve whether they could borrow one from another player and that's it, or if they just couldn't altogether, but we did resolve that item swapping was something the group could do when they made camp, but not during the journey.

- We decided that the players in the group taking turns to draw a card from the Travel Deck each turn was the best way to go, rather than the group as a whole drawing a card and deciding on who gets it.

- We came up with a great system where, when it's a player's turn to draw a card, they can choose to either resolve it themselves, or pass it on to another group member. This way, if say Louise has 4 captured Pokemon and has found 3 items, and Chris has been unlucky and only drawn weather or Clear Run cards, if Louise draws another Wild Encounter she can choose to pass that to Chris instead.

That's about all from our little test run. I'll be sure to give you all a more detailed look at our major playtest this coming weekend.

Until then!

- Jamie





Wednesday, 13 November 2013

Pokemon - Stat Cards & Leveling Up

Today, we'll start talking about the stars of our show; the Pokemon, by checking out how their stats work.

Currently, I'm in the (enormous) process of creating a stat card for every single Pokemon. I will stress that the game can be played without them, but I liked the idea of the players being able to actually have something they can hold and look at when they capture a new Pokemon, instead of just writing numbers on paper. I think it makes things just that little bit more exciting and rewarding.

So here's how the stat cards look, front and back:


On the front, there's a nice big picture of your Pokemon, along with it's name and number, colour coded to match the primary type.

On the back, you've got that info again, along with it's base stats, evolution chain and Pokedex info. The backs are also all colour coded to match the type.

When players are battling, they'll place their currently active Pokemon's card out in front of them, so everyone at the table knows who is using what (as there can be large team battles, I thought this would be a good idea). 

Base Stats
The base stats are derived by dividing the base stats of the Pokemon in-game by 10, and rounding up. I've been getting all my base stats and other info for the cards from the Pokemon Database, but the Pokemon Tabletop Adventures game also has them using the same system.

In addition to Stat Cards, players will also have a "Pokedex"; a sheet they use to record all their captured Pokemon's stats, exp, moves etc. I plan on creating a small, printable card Pokedex to use as a folder for all this information.

Leveling Up & Evolution
As players level up their Pokemon by battling or training and gaining experience, they'll get 1 point to spend on any of the Base Stats each level. This is recorded in their Pokedex in a separate column, and those points stay with the Pokemon for the course of the journey.

When a player's Pokemon evolves, they hand back their Stat Card and are given a new Stat Card for the evolution, with new Base Stats. The player updates their Pokedex info, and adds their point additions for the levels gained thus far.

Let's use our Squirtle as an example, who evolves into Wartortle at level 16:

Squirtle Lvl 15 (Base stats / Additions / Current Total)
HP: 4 / 3 / 7
Atk: 5 / 3 / 8
Def: 7 / 2 / 9
SpAtk: 5 / 2 / 7
SpDef: 6 / 2 / 8
Spd: 4 / 3 / 7

Now, as the player hits level 16 and Squirtle evolves, they gain 1 point to spend as normal (we'll spend it on Atk), but Squirtle's Base Stats change. The additions made so far, however, remain. Our level 16 Wartortle looks like this:

HP: 6 / 3 / 9
Atk: 6 / 4 / 10
Def: 8 / 2 / 10
SpAtk: 7 / 2 / 9
SpDef: 8 / 2 / 10
Spd: 6 / 3 / 9

As you can see, the boost to the base stats has left us with a much more powerful Pokemon. Easy, right?


Currently, the card set for the first 151 Pokemon is complete and ready to use, and I'm in the midst of the Johto pokedex. Still a long way to go, but I'm aiming to try and have the full series completed somewhere around Christmas.

Next time, we'll take a look at what the Stats actually mean mechanically, and how the all important battles work.

Until then,

-Jamie

Edit: In regards to Pokemon that evolve via trade, that system of evolution will be removed for Pokemon Journeys. It's a good system that encourages players to connect with one another in the video game, but for a tabletop game, as you can imagine, two players simply swapping Pokemon and swapping back is hardly exciting or rewarding.

Instead, Pokemon that evolve via trade will be given a traditional level value upon which they will evolve. Pokemon that level while holding a particular item while being traded will instead need to hold the same item when they reach a certain level.