Data Adventure by Post Test 3 - The Grand Adventure!

nightblitz42

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This one's a bit bigger in scope than the last one! As before, this thread can be used for signups and discussion.

Judge's Handbook (draft)

Overview​

Adventure by Post (ABP) is a long-form storytelling game. In this game, one player (called the Quester) controls a Trainer and their partner Pokemon. On their journey through the original region of Karca, they will encounter storied towns, clash with strange and ambitious ne’er-do-wells, and probably get up to lots and lots of trouble. The exact stories and encounters change each telling.

On the opposite end of the Quester is the Judge. The Judge operates similarly to a GM in a traditional tabletop RPG, setting up the world elements and directing the flow of action. When the Quester acts, it’s up to the Judge to determine what the results for that action are.

ABP is meant to be played by using the same Trainer and Partner Pokemon over multiple Sessions (although, this is not a strict requirement). A Session begins when a Judge accepts a Quester's signup post, and ends when either the Quester or Judge decide that the story has reached a good stopping point. From there, the Quester can begin the next Session by submitting another signup post. Sessions can have different Judges from one another.

Each player should have 1 thread to contain all their ABP posts.

This game is rules-light – meaning, player actions usually don’t have strict rules and outcomes tied to them. Generally, a move does whatever it’s going to do in the situation. (If you ask your Judge how a specific action would work, you’ll probably get a response like that.) So, if using Fireball does one thing in one situation, don’t be surprised if it works totally differently the next time! As Quester, it’s best to play fast and loose, and do what you think fits the story rather than worry about specific mechanics.

The World of ABP: The Karca Region​

ABP takes place in the Karca Region: A beautiful region with a diverse ecosystem and many scenic towns to visit. Throughout history it has always been an idyllic place. Regrettably, our story begins approximately 5 months into the Mystery Dungeon disaster that has plunged it into turmoil.

Mystery Dungeons! Strange, space-warping phenomena that have been popping up unexplained all throughout Karca. When a Mystery Dungeon appears, it warps and displaces the space that was there before it – and when a Mystery Dungeon disappears, it takes whatever used to be there with it! Buildings, places, and people gone without a trace! How can life in Karca go on?

Beyond their panicked despair, some Karcans believe they have found opportunity. Various organizations are taking advantage of the social chaos caused by the Mystery Dungeon crisis to run amok. Each vies for control over the fractured region. You might run into some of them on your adventure: Team 0n3, a gang of art-fanatics crusading against individuality; Midas Corporation and its lawless, money-grabbing CEO; or perhaps one of the many underground organizations fighting across the region in total secrecy!

What about you? What are you looking for in your travels, as you wander from place to place across the region? Fame? Fortune? Adventure? Or, something else entirely?

How to Play​

You control all the members of your party. On your turn, describe what you try to do. (It is recommended to try to have each of your characters do something each turn, when possible.)

The Judge will respond to your post with the results of your attempted actions.

Stress​

Each of your party members has a Stress meter, with a value from 0 to 4.

When you rely a lot on one team member, or when something distressing happens to them, their Stress may increase. If their Stress level reaches 4, they will begin to act unpredictably. Actions they take may also be unreliable. If that happens, it is best to try to reduce their Stress at the next opportunity.

A character’s Stress will go down if they indulge in one of their Vices: selfish, troublesome actions listed on their Character Sheet. You can also reduce a character’s Stress by spending Resources on rest or recreation, or possibly through various in-game actions.

Expertise​

Player characters have Expertise in certain skills. What that means is, when that character attempts the skill they have Expertise in, they are guaranteed to succeed (in most contexts). You don’t need to declare that you are using Expertise, it is applied automatically.

Trouble is, actions using Expertise are likely to crank up the user’s Stress level – especially when the user is being made to act alone. Also worth noting: a character’s Expertise bonus is nullified while the user is burnt out on Stress.

Resources​

The supplies and money you carry are indicated by your party’s Resource Meter. It has a value between 0 and 5.

On your turn, you may spend 1 resource to produce any common item that a traveler in your position would be expected to have (for example: tools, supplies, food, water, or cash). Whatever you generate this way persists until spent, or until the end of the session.

Character Creation​

A party has 2-3 characters:
  1. A Trainer. A human.
  2. A Partner. A Pokemon who belongs to the Trainer.
  3. A Tagalong. (Optional) A human or Pokemon. A Tagalong is someone who chooses to be with the party for the moment, but might leave the party at any time on a whim. A Tagalong cannot be a Pokemon the Trainer owns. If you don't have a Tagalong, you may recruit a new one between sessions or during the course of your adventure. (If you recruit a Tagalong during your adventure, some of the entries in their Character Sheet might be pre-filled out by the Judge.)
Additionally, one of the party members carries a Keepsake item.

Pokemon Limitations​

You don’t need to own a Pokemon in BBP to have it as a partner in ABP.

The kind of story ABP is trying to tell isn’t well-suited for Trainers with God-tier Legendary Pokemon. As a compromise: if you choose a Legendary Pokemon as your partner, they must be “powered-down” to the approximate power level of an ordinary Pokemon. You may decide on an in-story explanation for this power difference.

You cannot begin the game with a Legendary Pokemon as a Tagalong. (But, in the very unlikely event you somehow manage to recruit one, they will be at full power!)

Trainer​

Name: _______
Pronouns: _______
Description: ________________

Desire (1 thing that motivates them above all else):
  • _________________________________
Expertise (2 things they are outstandingly good at):
  • ________
  • ________
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • ________
  • ________
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • ________
  • ________

Partner Pokemon​

Name: _______
Pronouns: _______
Description: ________________

Connection (What makes their bond with their Trainer strong):
  • _____________________________________
Expertise (2 things they are outstandingly good at):
  • ________
  • ________
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • ________
  • ________
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • ________
  • ________

Tagalong (Optional)​

Name: _______
Pronouns: _______
Description: ________________

Desire (1 thing that motivates them above all else):
  • _____________________________________
Expertise (2 things they are outstandingly good at):
  • ________
  • ________
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • ________
  • ________
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • ________
  • ________

Keepsake​

A Keepsake is an object belonging to one of your party members, typically a small trinket or accessory, that is very important to its owner. Having one will imperceptibly alter the course of your adventure. If you lose it, its influence over your adventure will also cease; in which case, you should find another as soon as possible.

One might consider it a “secret” fourth party member. Hold it close, like a treasured friend.

A Keepsake has one of four Classes:

Trophy​

A Keepsake commemorating a great triumph. Embodies “Power.” Your adventure will be a chaotic one, where situations will turn on a dime. Be brave and hold fast.

Gift​

A Keepsake commemorating a special someone’s feelings for you. Embodies “Soul.” The receptive will see the world for what it is, in both its beauty and decay.

Worldpiece​

A Keepsake plucked from nature, of a gone and forgotten time and place. Worth nothing. Embodies “Death.” The most precious of all.

Curse​

A Keepsake that was forced upon you as a sign of shame and resentment. Embodies “Envy.” Suffer nobody else to constrain your full potential ever again.

Keepsake​

Class: __________
Description: ____________________
History: _____________________
Held By: ________
A player can sign up by posting their Character Sheet below, as well as their ABP thread (if they are a returning player).

Naturally, I'll assume that I'm Judging at least the first challenge, so:

Queue:
??? [Judge: nightblitz42]
 
This looks fun! Time to sign up.

Name: Doduodrio
ABP Thread: None yet!

Trainer​

1754642320525.png

Name: Duo
Pronouns: he/him
Description: A young and rather inexperienced trainer. Duo used to be in training to become a Pokémon Ranger, but after meeting and befriending many Pokémon, he decided to leave to go on adventures with them. Duo battles occasionally, but he isn't very good at it, mostly relying on his Pokémon's natural abilities to help them win.

Desire:
- Strengthening his bond with his Pokémon

Expertise:
- Listening to and empathizing with people
- Navigation

Vices:
- Zoning out
- Separating from the group to take a break

Stress Events:
- Freezing up
- Forgetting something really important

Partner Pokémon​

:ss/clefable:
Name: Oona
Pronouns: she/her
Description: Oona is ditzy, spontaneous, and very much her own person. She does what she wants, whenever she wants which can cause issues if she's in battles and just wants to nap. Since she's from the Moon (or so she claims), she doesn't really understand how Earthen culture works and sometimes misinterprets what people say. However, she seems to have a knack for creating devices and machines using her own special tech. When she's passionate about something, she gets really energetic, and she'll see it through to the end no matter what.

Connection: Oona has been with Duo for a long time, and in this time, she's expanded the team by making friends with (or sometimes blackmailing) various Pokémon. Her inventions are generally useful, and she's friendly to everyone as well, so Duo doesn't mind having her around!

Expertise:
- Alien and human technology and how it works
- Convincing people to do things, one way or another

Vices:
- Steal something
- Take a nap in a public place

Stress Events:
- Blow something up or start a fire (or both)
- Seriously insult someone

Keepsake​

:moon stone:
Class: Worldpiece
Description: A small gray rock, somewhat chipped and battered with time.
History: Although outwardly it's nothing special, this is a piece of the Moon Stone that Oona used to evolve into Clefable. As a Clefairy, she was given a Moon Stone, but she accidentally dropped it, causing this piece to break off. It's very small, and it doesn't contain enough energy to trigger evolution, so it's effectively worthless. However, Oona has kept it with her throughout the years as a memento of her time on the Moon.
Held By: Oona

Queue:
Empty
 
Hey hey! I go by Spring. Getting lost in the forums brought me here! I love TTRPGs, Strategy games, and stuff that enables my creativity :3 I hope to enrich this playtest as much as possible. Suuuper exciting. ❤︎

*No Thread*

Spring.png

Name: Spring
Pronouns: He/Him
Description: A free spirit with an endless appetite for adventure. Spring thrives on uncovering the world's hidden wonders. Quick-witted and light on his feet, he approaches life with a playful cunning; never malicious, but always giving the facade of being one step ahead. He has equal comfort scaling terrain or wading through rivers as navigating a heated battle, seeing each challenge as a "game" to be won without brute force, but creativity and fun.

His unorthodox appearance makes him stand out in most crowds, but his vibrant energy and easy charm leaves a good impression. His love for spontaneity can sometimes conflate with recklessness, leading him to leap into situations without much thought. Once he sets his sights on something, convincing a different course of action is a challenge. He has a sense of humor that is sly and teasing—charming when you're close to him, but can sometimes rub strangers the wrong way, making him seem flippant or dismissive when unintended. Though prideful of his wit, he occasionally underestimates what's in front of him, rendering him vulnerable to surprises.

Desire:
- The thrill of discovery, big or small.

Expertise:
- Observation
- Recognition of historic/cultural elements

Vices:
- Provoking random, playful rivalries or pranks
- Impulsive spending on trinkets, even if unnecessary

Stress Events:
- One last burst of exhausting, often barbaric passion; doubling down instead of backing off
- Vanishing acts without warning
:sv/whimsicott:
Name: Clara
Pronouns: She/Her
Description: An intentionally grounding half of their relationship, Clara is the embodiment of composure and calculation. She is always observant, always planning, and often acts as a reining force for Spring's impulsivity. While not the most physically capable, Clara's brain makes up for the lack of brawn, where Spring excels. Everywhere she walks, a calming, protective aura can be felt. She is reliable and potent when a job is needed, but doesn't fully understand the concept of downtime.

Connection: Having two opposite personalities, Clara's sharp planning and calming radiance have cultivated Spring's success, no matter how perilous of a situation he got into. She is willing to sacrifice notoriety for safety, despite Spring's echoes of it being "boring".

Expertise:
- Resource management
- Clever strategizing

Vices:
- Fixates on rehearsing the same "perfect" strategy over and over, even if the situation changes
- Territorial nesting as a means of retaining control

Stress Events:
- Ignoring everything to draw up the perfect solution
- Whatever the "nuclear option" is
(No tagalong this Session!)

Keepsake​

:journal:
Class: Gift
Description: A timeline of Spring's journey. Victories and losses are present here. It fits one polaroid-sized photo per page.
History: Received through inheritance, this item is history. For Spring, this scrapbook's importance spans beyond adventure. Retaining memories is an important facet of death for him; a person lives so long as those who succeed them remember. While moments of triumph and days of success are filled throughout, they bear less importance than the only remains of loved ones or colleagues who've disappeared or aren't here to take photos. Perhaps their unfinished stories fuel Spring's ceaseless adventure.
Held By: Spring

Queue:
Tastespring [Judge: ???]
 
Last edited:
jlVOodT.png
jlpN1Cc.png

Name: Maxim
Pronouns: He/Him
Description: An experienced trainer that has travelled across many regions. He has been a staple of the BBP League for quite some time, but despite his experience in Pokemon battling, his successes in competitive BBP have been relatively limited. This has frustrated him greatly, and he is currently taking a break from the circuit. Thus, he has gone on a journey to find a "spark" to reignite his skills in battling.

Desire (1 thing that motivates them above all else):
  • A compassionate soul who chases the thrill of being the good guy and saving the day.
Expertise (2 things they are outstandingly good at):
  • Navigator: Years of traveling has given Maxim a very good sense of direction.
  • Pokemon Expert: Knows a great deal about Pokemon behavior and habits.
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • Attention Deficit....Ooh Shiny!: Prone to focusing on something silly that caught his attention.
  • Lazy: Prone to "delegating" tedious tasks to others.
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • If you want something done right you have to do it yourself: Tends to think that if something is going wrong, they personally need to do something right now! This is usually an incorrect assumption.
  • Oh no what are we gonna do?!: Prone to freezing up in indecision if things go sufficiently poorly.
:SV/Volcarona:
Name: Nora
Pronouns: She/Her
Description: One of Maxim's most steadfast companions, Nora has decided to tag along with Maxim on his latest journey. Despite being one of Maxim's strongest companions, her experiences in BBP have been limited (some nonsense about "4x weak to rock=useless"). She seeks to use this adventure to prove her worth and convince him to let her participate in more BBP battles.

Connection (What makes their bond with their Trainer strong):
  • Has been raised by Maxim since she was a newly-hatched Larvesta.
Expertise (2 things they are outstandingly good at):
  • Persistent: Refuses to give up a fight. Opponents usually get a feeling that a Volcarona shouldn't be this tanky.
  • Flame Manipulator: Skilled at manipulating pretty much anything fire related, from lighting a room to...well, lighting a room on fire.
Vices (2 somewhat-troublesome and selfish things that they can do to relieve Stress):
  • Impatience: Prone to acting out if things are meandering
  • Stubborn: Prone to staying with her chosen course of action, even when a different approach is needed.
Stress Events (2 sloppy, reckless, problematic, or emotionally-charged things they might do if they lose themselves from overwork):
  • Burn it All!: Prone to setting the source of her stress on fire. Even if the object in question should decidedly not be set on fire.
  • Ramming Speed!: As a Larvesta, Nora tended to find a lot of success headbutting her enemies. In a moment of panic, sometimes she reverts to this tendency. It's usually not very effective.
mysticwater.png

Class: Trophy
Description: A hollow crystal necklace filled with azure blue water. It is engraved with the somewhat faded words "Hoenn League Champion 2008". Despite looking very fragile, it is actually very sturdy.
History: A trophy won by Maxim upon defeating the Hoenn Pokemon League Champion, Steven Stone, several years ago. It is greatly cherished by Maxim, as it reminds him of his first journey, and hearkens back to a time when the world seemed simple and easy to understand.
Held By: Maxim

Queue:
Tastespring [Judge: ???]
Maxim [Judge: ???]
 
Last edited:
Taking Maxim . Thread will be up sometime in the next 24hr.

In order to ensure that anybody who wants to Judge this playtest has an opportunity to do so, I'm signing up as a Quester. If somebody new signs up, they may push me to the bottom of the Queue.
gentleman-gen4dp.png

Name: Mr. McDee Boroughbottom
Pronouns: He/Him
Description: Mr. Boroughbottom has led a long, successful career managing the manufacture of small plastic shirt-buttons. For all his life, he has always valued stability in finances. When asked if his company might branch out to other goods, he would laugh and insist, "No need for us to change, when people will always need sturdy coat buttons to secure their timepieces to."

The night before he was planning to retire, something remarkable happened: he won a strange amulet in a friendly game of poker. He'd never been a very good gambler, so although the piece itself was cheap, Boroughbottom's victory sated a previously-unknown hunger within him: a hunger for risk, and for all of its spoils. On a whim, he sold his company -- plus everything he owned but the clothes on his back -- to buy a one-way cruise ticket to the Karca region, where he intends to "risk it all and stake his claim" (specific means, currently unknown).

Desire: Make money!

Expertise:
  • Appearing harmless
  • Intuiting what people want.
Vices:
  • Accept an unwinnable challenge.
  • Squeeze a profit out of something that could have been free.
Stress Events:
  • Do the moral thing, at substantial personal expense.
  • Say something imprudent.
:sv/gengar:
Name: Staan
Pronouns: It/Its
Description: A sinister Ghost Pokemon who lives inside a Strange Amulet. It chose Mr. Boroughbottom as its owner because it sensed an unused, untapped darkness within him, and so it conspired to fall into his possession.

Staan has not revealed itself to Mr. Boroughbottom yet. When not inside the Amulet, it submerges itself into Mr. Boroughbottom's shadow, or lurks in unseen shaded corners of the envorinment. It secretly manipulates Mr. Boroughbottom and his surroundings in order to tempt him into corruption. It takes pleasure in seeing Mr. Boroughbottom flounder around in peril; yet, it is still his Pokemon, and will protect him if the danger is severe.

Connection: Thinks Mr. Boroughbottom has great potential for corruption.

Expertise:
  • Sleight of hand.
  • Whispering temptations into one's ear.
Vices:
  • Imperil Mr. Boroughbottom.
  • Embarrass someone powerful.
Stress Events:
  • I appear such that I can be spotted by an NPC.
  • I cause all objects nearby to shake and thrash.
Type: Trophy.

Mr. Boroughbottom won this odd-looking pendant in a poker match. He carries it in breast pocket at all times, as a proud commemoration of the first time he won at anything. Unbeknownst to Mr. Boroughbottom, Staan the Gengar lives inside it, and his proud poker win -- and most of his victories following it -- are in truth, this evil ghost's handiwork.
Queue:
nightblitz42 [Judge: ???]
 
magmagruntf-rse.png

Name: Courtney
Pronouns: She/Her
Description: Courtney has led a long career managing the team magma headquarters. For all her life, she has always valued Respect in teamwork. When asked if her headquarters might branch out to other people, she would laugh and say "Of course I will reach out if they want to join for teamwork and respect."

The night before she was planning to become a leader, something remarkable happened: she won a Team Medal in a friendly game of Pokémon tournaments. She had never been a good winner before, so even if the piece itself was cheap, Courtney's victory sated an unknown hunger with him: a hunger for strength, and for all of it's power. On a day, she had more power than anyone could. She made new friends and to this day she was stronger than ever.

Desire To be respectful and strong!

Expertise:
  • Appearing strong
  • Working with others and teamwork.
Vices:
  • Gain trust from her Pokémon and stand up for herself
  • Prove herself worthy in any Pokémon battle
Stress Events:
  • Losing in a fight
  • Be shy and don't act.
:sv/houndoom:
Name: Hunter
Pronouns: He/Him
Description: A sinister Dark/Fire Pokémon who lives inside a Team Medal. He chose Courtney as its owner because it sensed that she was strong and powerful and respectful. Hunter has revealed to Courtney when she first met. When not inside the Medal, Hunter comes out to say hi.

Connection: Thinks Courtney is a good team leader.

Expertise:
  • Growls when a water Pokémon is around
  • Is very powerful against psychic type Pokémon
Vices:
  • Can communicate to other dark/fire Pokémon
  • Can find food
Stress Events:
  • Is afraid of water Pokémon
  • Causes mayhem when mad
Type: Medal.
Queue:
Des121 [Judge:???}
nightblitz42 [Judge: ???]
[/QUOTE]
 
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Open question: is there anybody here who's on the edge of Judging, but is held back by either: problems they have with the current ruleset, or difficulty concerns?

Basically, I want to make sure I'm not overlooking anyone who is interested and likely available for Judging, but held back by the way the playtest is designed. If no such person exists, that means I probably don't need to adjust the Judging mechanics for the time being.
 
Open question: is there anybody here who's on the edge of Judging, but is held back by either: problems they have with the current ruleset, or difficulty concerns?

Basically, I want to make sure I'm not overlooking anyone who is interested and likely available for Judging, but held back by the way the playtest is designed. If no such person exists, that means I probably don't need to adjust the Judging mechanics for the time being.
I’ve been on the edge of judging, but what has held me back is that I’m having difficulty coming up with a good introduction. (Granted me being busy for the past 1.5 months didn’t help)

The one introduction I came up with involved the player finding themselves in a bar/restaurant, but I realized that I wanted to just have all the options lead to the same adventure (involving finding somebody whose house got swallowed by a Mystery Dungeon) which is just an illusion of choice problem. In theory I could fix this by moving to the next bit automatically, but that forces me to assume the player “accepts the quest” ahead of time. Another option would be coming up with a sketch for several different scenarios depending on what is chosen for the intro, but that involves a decent amount of set up work.

Not sure what, if anything, needs to change, just thought I’d post my thoughts.
 
I’ve been on the edge of judging, but what has held me back is that I’m having difficulty coming up with a good introduction. (Granted me being busy for the past 1.5 months didn’t help)

The one introduction I came up with involved the player finding themselves in a bar/restaurant, but I realized that I wanted to just have all the options lead to the same adventure (involving finding somebody whose house got swallowed by a Mystery Dungeon) which is just an illusion of choice problem. In theory I could fix this by moving to the next bit automatically, but that forces me to assume the player “accepts the quest” ahead of time. Another option would be coming up with a sketch for several different scenarios depending on what is chosen for the intro, but that involves a decent amount of set up work.

Not sure what, if anything, needs to change, just thought I’d post my thoughts.
Sounds like you've got a good hook so far. Wanna discuss it in Discord or DMs? I think I can help you get started, if you'd like; or if you don't wanna commit to Judging right away, I think just discussing it with you as an exercise might give me insight into a typical player's thought process.
 
des121 I'm kinda stuck deciding whether I want to take another Judging, or close the playtest and work on design improvements (since there are some I'd like to make). I'm kinda 50-50... So, I'll leave it up to you. Would you rather: I take your game now, and then close signups; or, I close signups now, and then lock you in for the first spot in the queue next iteration?
 
des121 I'm kinda stuck deciding whether I want to take another Judging, or close the playtest and work on design improvements (since there are some I'd like to make). I'm kinda 50-50... So, I'll leave it up to you. Would you rather: I take your game now, and then close signups; or, I close signups now, and then lock you in for the first spot in the queue next iteration?
It's up to u but I would play then close
 
Alright, I'll take your signup then. Thread most likely will be up in the next 24hr. If not then, then definitely 48hr. des121

Closing Quester signups, effective immediately. Anybody interested in Questing who has not yet had the chance, keep your eyes peeled for the next iteration.

Keeping Judge signups open, in case anybody else needs the practice.

Queue:
nightblitz42 [Judge: ???]
 
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