Role Playing Approval Center (Update 5-12-13)

Alright, a few new developments in planning the trial run. I have opened a chatroom for discussion and development, #Mossdeep. I have yet to make the social group, but do not view it as necessary at this time. Secondly, I have made a list of things to do pre-launch.
1) Make the prices and effects of various items. I should have this done by the end of tomorrow.
COMPLETE
2) Make a basic plan (map?) for the dungeons, route, and areas. Additionally, I will need to compile the data on wild Pokemon. If you approach me now with an ability to make maps and a willingness to work hard you can probably get a game master spot for the trial, assuming I get approval.
TORFENGATR's on it
3) Finalize the gym system and make NPC teams. This could take a day or two max, and I hope to have some help here.
In progress
4) Make the quest details, minor tasks, and places where one can find information. I really hope to have help by this time.
In progress
5) Finalize details on Syndicates and Police abilities and make some adjustments to balance the game.
In Progress
6) Compile data on Wild Pokemon. Torfenatr made a social group for this.

The moment this gets approval, I will put up a thread seeking game masters. After that, Data Compilation will hopefully go faster.

EDIT: Items list complete
Pokeball: 600: Same Function as Legend Run
Great Ball: 900: Same Function as Legend Run
Ultra Ball: 1200: Same function as legend run.
Net Ball: 1000: Same function as Legend Run
Dive Ball: Same function as Legend Run
Potion: 600: Heals 20 HP
Super Potion: 900: Heals 50 HP
Hyper Potion: Heaps All HP
Ether: 900: Restores 50 Energy
Full Heal: 900: Heals all status
Full Restore: 1500: Heals a Pokemon to full battling capacity
Revive: 2500: Explained in previous sections
Other items will exist, but can not be purchased.

EDIT2: Torfengatr will be a game master if the game is approved.
EDIT3: Group: http://www.smogon.com/forums/group.php?groupid=1107
If you contribute to the wild mon list, you will be at a higher priority for trial run participant selection.
EDIT4: Compilation done. Higher priority now means higher probability to encourage contribution to later games. Currently awaiting approval and several gamemaster compilation tasks. I hope to put up a sign-up thread by the twentieth.
 
Now finally ready to propose my (stolen from the carts) idea:

The Battle Factory
Cost to Enter: Time, 1 battle slot

Category:
Frontier/Tournament Facility
I have two different ideas for the way this could work, so I will list both in hide tags.

Idea 1:
The Battle Factory works very similarly to the way it does in-game. Each trainer entering the factory will be allowed to choose three of six different fully evolved pokemon to battle with during their challenge. The six pokemon selection will be determined by an RNG roll and a preset pool of pokemon. To keep things moving quickly, the battles will be only the size of the challenge. (Singles are 1v1, Doubles are 2v2). After 4 straight won battles, the challenger will fight Thornton in a 3v3 (whatever battle size your challenge it).

All enemy trainers and Thornton will have their parties determined by an RNG with the same pool of pokemon, with the exception that they may not have a pokemon currently in the challenger's party. After each won battle, the challenger may trade a pokemon in their party with one of the ones the opponent had in their party.

Trainers will get, at the end of their challenge, win or lose, all the TC they would have received normally. If they succeed in defeating Thornton, they will receive an additional bonus of 3TC times ( (#of pokemon on the field at a time)+number of trades). Challenge refs will receive the normal amount of Ref Tokens,plus one Business Token. I will not receive any extra rewards, because anyone else could have implemented this as well.

Idea 2: WARNING: VERY TL;DR
In my alternate idea, the Battle Factory serves as a way for trainers to test their skills against each other, without trainers who have played longer having way more moves then trainers who haven't. Every (fill in time period here), the Battle Factory will hold a tournament, and allow the first 16/32/64 (haven't decided on a good number) trainers to sign up. The tournament will be single elimination. Each trainer will be offered a 6 pokemon selection through PM based on the above RNG+pokemon pool. The trainer will choose three pokemon from the six.

Using RNG rolls, trainers will be paired up into a bracket. Refs will be randomly assigned. In the first round, neither combatant in a given battle will know their opponents team until the thread is posted by the ref. The winner of each battle will get the opportunity to trade one of their pokemon for one of the ones being used by their opponent. These trades, to discourage scouting, are made by PM to whoever is running the tournament (probably me). All battles use standard tournament rules.

Trainers will receive the normal TC, plus 1 TC times (number of victories). Refs will receive the normal RC. The tournament director will receive 1 BT for every 4 trades made by trainers. The tournament champion will receive an additional 3 TC.

I'd appreciate constructive criticism as well as offers to assist in the creation of the pokemon pool.

This is already being worked on my smashlloyd20.
 
Okay Guys I've been working on a project for the last day or two, a roleplaying enviorment that you may find interesting. The Pokemon Zombie Apocolypse, this is something that is completely outside of pokemon's cannon. Everything else has been atleast possible and probable in then pokemon Universe. Before I got too far into the planning I figured I would provide a concept for my idea to the powers that be, before I get to far into the planning.


Concept: 3 Pokémon from a single trainer are thrown into a post apocalyptic city from the Pokémon world, they must fight hordes of zombie Pokémon, which are essentially the same as their true forms except with limited movepools and low hp. Although what they lack in Vitality they make up for in sheer numbers, it would not be uncommon for a trainer to find themselves fighting 5 or 6 zombies in a single encounter. These run’s would take place in a city, using mainly the Pokémon located nearby, but is not limited to that. For example a Celadon City run would likely have more than a few grass type Pokémon, due to it being the location of a grass type gym. The Goal of the run would usually be to get a place where they could easily be evacuated. Like the top of a department store, or to an area where they can be evacuated by boat, or maybe an area that is a safe zone. Usually with 4 random encounters along the way, each one increasing in size, and perhaps finding a few items after each encounter. Once you reach the evacuation point you will… Of course… Face the hoard. This is usually an epic battle with at least 20 or Zombies, and not all of them weaksuace zubats or ratattas (Although you will not face them all simultaneously). There may be full grown Pokémon.

Zombie Pokémon: The zombies would mainly retain the same stats and qualities of the Pokémon they are mimicking. Abilities would change; all zombies will have the poison touch as well as liquid ooze abilities.
Zombies being the brilliant creatures that they are would not have access to a plethora of moves (each knowing 10 and none of them T/m Moves, 7 of them level up 3 egg moves)
The Zombies have a lack of personality meaning no nature, and in their weakened state low HP (the formula for calculating Hp of a zombie is [Hp/4+10x] where X is the number of times you have evolved, it also equals 20 if fully evolved).
This would make them easy to kill, but they can just as easily damage you. Also the zombie Pokémon are completely uncatchable and no Pokémon will be available for you to catch.
There will be three tiers of zombie Pokémon for each stage each tier will have zombies of varying power and be at least somewhat related to the area in question. This may mean coming from local gyms, or routes, or safari zone or other things local to the place your escaping.

Here is an Example of a zombie you might encounter.

9560_zombie%20machoke.PNG

Zombie Machoke

Typing: Fighting Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Posion Touch: (Can be disabled)This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.

HP: 35
Atk: Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 45

Moves
Low Kick
Brick Break
Vital Throw
Scary Face
Foresight
Leer
Dynamic Punch

Bullet Punch
Ice Punch
Counter

Your Team: The Pokémon you bring are not limited at all, and I was thinking a 3 Pokémon team would be appropriate for the circumstances, though traps or circumstance may separate your team from battling coherently together.

Encounters: There will be 4 encounters and The Hoard during each attempt at a escape. For each encounter A description of the area will be given for each round, and it is HIGHLY recommended that you use the arena to its fullest potential.




Runthrough of a Zombie Encounter:
  1. RNG for the # of Zombies: [(1-4*X] Where X is the Encounter number 1-4 on first, the 2-8 on the second, 3-12 on the Third, 4-16 on the Fourth. And a Consistent 20 for the Horde
  2. Rng for Which Zombies: There will be three tiers of Zombie Pokémon, each with increasing power. The First encounter features pokemon from only the first teir, the second and third ecnounters RNG from the from teirs both teirs 1 and two. The Third Teir will RNG from all Teirs. The horde will RNG from only teirs 2 and three.
  3. Post the Arena and post the First Zombies: There can be a Maximum of 6 Zombies Fighting at Once.
  4. Your team Posts Actions: You will Post two actions for each of your pokemon.
  5. Rng for zombies attacks Rng for what attack your zombie will use, and then Rng for which one of of the pokemon will be hit, (zombies arent targets) If possible it will attack all of the opponents. Each zombie will only use 1 action (three of them in the first round and then 3 in the second).
  6. Ref/Rinse and Repeat <---- (until Battle is over) *note * If a zombie dies before it is able to use its action, bring in another zombie at the end of the round and use a random action from it.
  7. RNG for reward There will be 10 available Items to earn as a reward from a zombie encounter If you finish an escape without Using them, you can keep them for another escape attempt.
Rewards: Due to the sheer number of combatants you will be facing. You will not gain KO counters for each zombie killed, you will however Receive ZOMBIE COUNTERS. Which Function Exactly like KOC, and you can spread them freely throughout your team members. You receive 2 Zombie Counters for each encounter survived, as well as each wave of the hoard and 3 bonus Counters are hidden throughout each run through. They are likely to not be same even if you do the same city as someone else.
The way to earn these extra zombie counters are found in the ways that you kill the zombies. It may be killing 2 zombies at the same time, or OHKO’ing one of them. Or in standard video Game style seeing the exploding barrel and launching a flamethrower at it, or maybe knocking down a water tower. The requirements will be checked with each team so as to be sure they are capable of said feats, as well as three less than helpful hints Pm’d to you at the start of your escape attempt.

In-Game Rewards: There are 10 possible in-game rewards, that can be used by 1 of your pokemon's actions (With a Cost of 3 Energy) or you can use them inbetween encounters. If not Used during an escape will be kept for a future escape attempt, or Traded in for 1 Zombie Counter at the end of an escape.

Super Potion: Heals 50 of a pokemon's HP
Ether: Heals 50 of one your Pokemon's energy
Revive: Heals One of your Fainted Pokemon's Back to 35hp and 40 Energy
Flash Bang: Completely distracts all Zombies on the feild for 1 full round.
6-Pack Sodapop: Heals all of your pokemon 25hp and 25 Energy
Chain Saw: Gives 1 of your pokemon +2 attack for 5 rounds (It ran out of gas)
Adrenaline: Gives +2 Speed for one of your Pokemon for 5 actions
Kevlar: Gives a pokemon +2 in Both Defenses until the end of an encounter.
Brain Implant: Gives a pokemon +2 Special attack for 5 actions (it dissolves after that)
Sniper Rifle: Instant OHKO on a single Zombie.
 
Because there is a distinct lack of roleplays that allow the capture of pokemon, I propose we create one. I will figure out the specifics of how it will be run after this basic set up is approved.

Will take place in a new region that houses all known pokemon (any new pokemon will be added)

Has many different areas to explore

Every pokemon will have a defined area based on their typing and other factors. (such as the bird pokemon, being very territorial, will not be found together. Clefairy and Elgyem will be found near meteorite landings etc.)

The ability to evolve pokemon that do not evolve normally (via level up). This would also include evolving slowpoke in areas with shelder, and evolving magnemite and diglet in areas that more of their species congregate.

Catching pokemon will follow the rules already described.

Wild pokemon generally will have one less rank in all stats due to wild pokemon being less powerful than trainer owned pokemon.

the currency will be pokeyen with marts that charge the same amount as in game for goods. Pokeyen can be gained through NPC battles. 1 TC can purchase 5000 pokeyen, and vice versa.

Trainers who are in the same area may challenge another trainer so long as niether are currently battling. The battle will take place at that area and an ante of pokeyen will be decided on.

Trainers may decline challenges for the price of 100 pokeyen

Trainers start out with 500 pokeyen and can choose what town will be considered their hometown, where they will start their first RP.

Jobs will be posted on the front page. These jobs can be claimed by only one trainer at a time and will have varying time limits.

Jobs may allow trainers to capture legendary pokemon, however, these jobs will be rare.

Jobs could include things like ridding a warehouse of its rotom problem, or helping a new NPC trainer capture their first pokemon. I have more ideas, and would be open for others aswell.

RPs will end when a trainer whites out, or if a chosen job is finished.

In the case of a whiteout, the trainer will start their next RP in the nearest town's pokecenter (not the last one visited)

in the case of a complete job, the trainer will start the next RP where they finished the last one.

some other ideas I have been tossing around include unlocking dreamworld abilities if a munna or musharna put the pokemon to sleep and use a move that is only usable by wild musharna and munna. I have also been thinking that pokemon that learn Hidden Power by level up would act like an unown using hidden power when in the wild, but once captured, the Hidden Power will be chosen by the trainer.

I am not sure I want to be the one to run this, but I will gladly build the region as well as figure out the AI calculation. Precedents set by other RPs will most likely be used.

Any changes or suggestions will be taken into consideration. Thanks for your time!
 
Unneeded

From work on a similar RP that's currently in unofficial development, I can say that building one area is hard. Building one region with all Pokemon and mechanics on evolution? Borderline impossible. Furthermore, the moment you introduce shopping, interactions between several users, and exploration, you must have master refs assigned to a person, and a lot more mechanics come into play.

The entire concept seems too complex and impractical to actually work without a lot of extremely devoted RP staff, a lot of development, and a very long list of mechanics.

That, and I'm working (unofficially) on a project with Similar aspects on a much smaller scale, and that's already proving much more complex than I had initially thought.

Of course, this is just my opinion from working on a similar project. It might work, but I don't think it would.
 
Also-it would be difficult to program an AI to replicate a player. If such a program were to be made, however, how would it be implemented? Players could easily lie about the results the AI gives-there's a reason you're normally not allowed to ref your own match.

Finally, you don't need something this huge to allow Pokemon capture-The Legend Run (and to a lesser degree, player-produced labyrinths) will allow Pokemon to be captured. Heck, the RP Rediamond mentioned will likely have a mechanism for transferring Pokemon to your main ASB profile (at the cost of not using them in the RP), and any that are alive but haven't been transferred will be transferred back to your main ASB profile upon completion.
 
by AI I meant the formulas used by refs. Also I was just bringing up what I had been thinking. Thinking about your concerns, the mart idea is not the best and should be a claim thread if anything. The challenging between players would be a normal battle held in the area both trainers are between the RP teams. it would be a normal battle, just allowing the RPing pokemon to be used. Exploration would generally entail one or two wild battles before reaching the next town. I know it is huge, but it is an idea and can be toned down, but my thought process was that it would have consistency in how everything is handled rather than many differently run RPs.

Any other criticism? I would prefer to make it work, so any help such as this is great. Thanks.

Also, I would be willing to help you, rediamond, on your idea. My goal is to get something up as opposed to take credit for it.
 
On a Non-Related note, this is my RP (Idea stuck in back of head)

RP: 10 to 1 - The ultimate game of predictions

Overview:

A very basic RP, it is similar to the UK TV Show "100 to 1". It requires 11 Players, and there is only ever one being hosted at a time. The aim is to predict the results of single battles - 1 guess wrong, and you're out!

Player Details:
- Anyone may play 10 to 1
- 1 Pokémon is required in order to play, and will be occupied until the RP ends, OR 3 matches have passed in the RP and there is no current winner.
- No extensions may be awarded, should you be DQed you will forfeit any and all rewards you may have claimed. This is simply treated as a player losing/making a false prediction - Although if a loss is awarded in a battle via this method the predictions are ignored.

RP Flow:

- The ref posts the signups open for 48 hours, letting people in on a first come first serve basis. Shoiuld, after 48 hours, there not be enough signups, the game begins with the number of signups, with a minimum of 6 players
- The RP Thread is posted, and one person is randomly selected as the battler. A random Pokémon is also selected as the first opponent for the battler, which is treated as having a completely unlocked movepool and neutral stats. This Pokémon is posted on display for others to see.
- The 10 people NOT selected as the battler send in predictions as to who will win the fight by PM.
- The opponent Pokémon issues attacks (This is controlled by the ref, who plays to win at all times).
- The Battler posts attacks
- The match is reffed Subway-Style, and continues as a normal battle.
- If the battler loses, they are eliminated. An eliminated battler leaves with no more than 1 BT.
- If the battler wins, then another person is randomly selected to be the battler. The battler then becomes a predictor, and gains 2 Points.
- If a Predictor gives an incorrect prediction, they are eliminated, taking with them all points earned.
- If a Predictor gives a correct answer, they gain 1 point.
- The next battle commences in the same way, this is repeated multiple times.
- The game finishes after 10 battles, or when 1 or less players are not eliminated.

Rewards
- Upon elimination, you gain BT equal to (Points * 2), with a minimum of 1 BT.
- If you are not eliminated at the end of the game, you gain 5 BP.
- The ref gains BT equal to: ((Number of Matches * 1.5) + 2)
 
dogfish44: So it's "win, you get to predict and have the potential to nab massive battle points, lose, and you're knocked out with but one?" Seems like an interesting dynamic to me.

Chris Teke:
The entire concept seems too complex and impractical to actually work without a lot of extremely devoted RP staff, a lot of development, and a very long list of mechanics.
This still applies, as it inherently would demand plenty of effort.

...Also, it's still difficult to say it isn't a clone of Rediamond's RP (CAP ASM)-pretty much everything you've explained is going to happen in ASM as well. Wild encounters, (possibly evolving Pokemon through otherwise non-EC based means, but don't hold your breath on this one,) Pokemarts (and currency,) and even jobs (referred to in ASM as quests) will come into play. It also has a player-driven plot and has a tremendous edge in development, publicity for GMs, and mechanics.

We're certainly willing to have you contribute to ASM, though. Join this social group if you want to help out as a contributor-and contact Rediamond via PM or IRC (and list your credentials, no guarantees he'll accept it) if you want to help out as a GM.
 
Honestly, I'm not too sure that the opposing pokemon should have it's entire movepool, otherwise it ends up about as hard as the Subway Boss fights.

Other than that, looks good
 
Yeah - OFC, battling doesn't happen for everyone, I might see how it works though. I might add a clause which prevents you from battling unless it's been 2 matches or more since your last battle. Thanks for the support.

@Maxim - Remember, you could be vs a Caterpie, you could be vs a Mewtwo. It can vary, and although full movepool might be seriously challenging, it might not be. I'll be hopefully getting this playtested first ^_^
 
Seems like an interesting idea. However, I'm not too keen on the idea that the winners get a substantial number of BP.

Assuming that something like 1/3 of the people will get knocked out each round, you're left with 8/27 * 11 or about 3 people at the end of three rounds. Assuming the same thing, you have a 10/11 * 6/7 * 4/5 = 240/385 = ~64% chance of not getting picked at all if you can predict correctly for three rounds, which shouldn't be too difficult considering the fact that it's likely to be one-sided (general strength of the Pokemon, type matchup, etc.)

Of course, since this is all my hypothesizing, I can't be sure, but it seems pretty simple to get to the end.
 
OK, the closest thing I can think of to this idea is the Nightmare Gallery, so I should get well clear of that. It may seem a bit like Louis' Labyrinth as well but it is a completely different format with a lot more options. So I think I'm good to go!
The Mystery
Overview:
The Mystery's title explains it all, there is a mystery and it needs solving. Now, I can't be stuffed solving it so I'll just put it out to other ASB players to do it for me in this RP. The players could span from one to as much as 10 (however I'll probably start with a maximum of 3) and they will go around, talking to people, exploring dungeons and battling Pokemon to collect the clues and eventually, solve the mystery. If there are multiple players you could be working with them, against them, or both!
Organisation:
At the start, I'll probably get a social group up to organise the concepts and everything before posting the Mystery in a sign up thread. The format for that will be as followed.
Name of Mystery:
Difficulty:
Number of Players:
Number of Pokemon each Player can bring:
Pokemon Catchable (Yes/No):
DQ:
RP DQ (If the RP goes on past this length, the player automatically loses):
Area:
Overview:
Here’s an example of it the template may look like if used.
Name of Mystery: Mewtwo Manor
Difficulty: Normal
Number of Players: 1
Number of Pokemon each Player can bring: 3
Pokemon Catchable (Yes/No): no
DQ: 2 Days for player/4 days for ref
RP DQ (If the RP goes on past this length, the player automatically loses): None
Area: Cinnabar Island (post eruption)

Overview: Set just after the protagonist from Heartgold/Soulsilver defeated Red, controversy broke out over the rightful champion and the Kanto and Johto Region started to fight. How does this affect the mystery you may ask, well, the Kantonese people suspect every bad that happens are the johtonese's fault. You, not being from either region were the fairest choice to come and investigate, as decided by the international police.

Some scientists who used to be part of evil teams are trying to create a pokemon from Mewtwo's AND Mew's DNA. Both of which are rumored to be found in the ruins of the pokemon mansion, now dubbed by the press as Mewtwo Manor. If this new pokemon is created it could create chaos (the bad type, not the admin on smogon) around the world and the controler of this new pokemon could become unbeatable.


The photo above was taken a few years ago and a couple of houses have now been built. Not everyone will be trustful of you and some may even lie to put you on a false trail. The only person you may fully trust is your correspondent in Pallet Town, Looker. You goal is to find a safe box that is believed to have DNA smaples of both mew and mewtwo. It is also been believed to have survived the Cinnabar Mountain eruption because this box was made so it would be impossible to destroy by any natural means in case a scienario like this happened. You must get the box to Looker as soon as possible.




Flowchart for Setup
  1. An approved Mystery Host goes into the Mystery Host Social Group and posts the parameters of his/her proposed Mystery
  2. The idea is given constructive critics by other Mystery Host's and is improved so it can be posted in the signup thread.
  3. I give approval.
  4. Said Mystery Host posts the proposed RP in the signup thread and then...well, people sign up.
  5. After all spots in the mystery are filled the host types up the OP in the CAPASB forum and posts it. He/She then MUST PM all players involve with a link to the thread (and me as well so I can monitor it).
  6. RP gets played out.
  7. Upon completion awards are dished out and I am PMed so I can mark in the RP's base thread that this RP is completed.
RP Flowchart:
1. Pregame stuff explained above, OP is posted, scenario is set.
2. Players post their first lot of actions, probably along the lines of "go to the Pokemon centre."
3. Ref tells players what happens, probably at this point players will forcibly go to sleep (or some other thing to halt game play), ending day 1 which probably should just act as an orientation to the RP.
4. The next day starts, at this point, players will now able to talk to locals and other people, attempting to find clues, no battles should be undertook though.
5. Ref again posts, telling players the consequences of their actions
6. Now this is where the fun begins. Players should now have free roam around the area, entering dungeons or just talking to other Ref controlled people, all of this in an attempt to find out clues.
7. Ref posts again telling players what happened, if a battle starts it should be monitored in this post as well.
8. The same things keep going until a player either loses, wins or the RP goes over the RP DQ time which makes the player forcably lose.
9. Upon completion awards are dished out and I am PMed so I can mark in the RP's base thread that this RP is completed.
Battling:
OK, I think that there is going to be three types of battles in this RP so I'll cover them all separately.
Wild Pokemon: Like Normal Battles. In games were pokemon aren't catchable Wild Pokémon’s HP is halved to save time.
Trainer Battles: Normal Battles Basically, the rules (unless stated otherwise) is all abilities, items are on and switch=KO.
Boss': In a boss battle, everything is allowed, and if the boss is a wild Pokemon, then there is a chance that its HP/stats/etc will be boosted.





Notes:
  • Any questions that hosts or player want to ask will be taken up with me and my word is law in this RP.
  • If a player abuses the host or another player I will personally godkill them.
  • If any host is seen to be unfair by a player, take it up with me and I will make a final judgement.0
  • If a ref is going away or passes DQ time the most likely course of action is that the players will find a sub-host; or, in the prior's case, it may be suspended until the ref returns.
Rewards:
Haven't really put much thought into the TC reward but for battles the rewards will be.

Wild Pokemon battles:
Everything is halved rounded down. For example if a pokemon completes two battles they will get 1 EC but if they complete 1 they won't get any.
Trainer Battles:
Standard
Boss Battles:
I dunno, help plz, just normal until an idea comes up.

Also thinking of rewards for refs/trainers
Conclusion:
Well, what do you all think? Hopefully I can update with some of your ideas beforethe new RP commitee decides to approve it!


Ragnarokalex is going to be the second host for this RP, just so you guys know and so I remember >oP
 
sounds great to me! Id love to see more stuff float around with more of a focus on actual roleplaying and adventuring rather than just pure battling, some stuff that really gets us thinking would be great. Would all the players be working together? or would it be first person to figure it out wins?
 
@Ragnarokalex. It would vary depending on the host. An idea that I have is that players start off with no alliances and then make there own.
 
Bumping for some comments about my RP idea.

Also, so I'm not infracted, this will be a placeholder for another RP idea to do with poffins (the pokemon food in the 4th gen).
 
OK, the closest thing I can think of to this idea is Niggly's Nightmare Gallery, so I should get well clear of that. It may seem a bit like Louis' Labyrinth as well but it is a completely different format with a lot more options. So I think I'm good to go!

Ahem, try "Temperantia's Nightmare Gallery".
:/

Perhaps we should compare ideas? I don't want ours to seem too similar. I guess if push comes to shove and only one gets green-lighted, your idea for the plot is more in depth than mine...

Here's a shot at fleshing out the Gallery:


-Temperantia's-
Nightmare Gallery


Summary:
It's a raid-esque RP, (series of battles culminating in a boss) for two players that features much more RP'ing in the form of a Choose-Your-Own-Adventure style of storytelling and dialogues. Each "Portrait" (mission) has two branching paths with different encounters and puzzles.​

Basic Opening Plot
The last thing you remember is falling asleep. You then wake up in a darkly lit room in which there is a large door. You push it open and stumble into what looks like an art museum, only the paintings are suspended in mid-air because there are no walls. You happen upon other ASB players in the same poredicament as you, and start conversing. Soon, everyone hears a booming, ominous voice welcoming them to the Nightmare Gallery. They are then encouraged to partner up and attempt the paintings' challenges. Seeing no other way out, you find a partner in the "lobby" of the Gallery and choose a painting to challenge. As you and your partner touch it, an odd light glows and both are whisked into the painting's world.





Portraits:
3 Paintings will be open to the start. After completing them, another 3 will open to those who finished any of the first three. There will be both a Hard and Normal setting for all stages. Each painting has a path for each trainer that they must complete independantly from their partner. At the end they will both reune at the boss's lair provided they both succeed with at least one Pokemon intact.​

At the moment the first three paintings' titles are:
-The Honorable Liar (Paths of Deceit/Justice)
-Dreams of a Dancer (Paths of Luxury/Modesty)
-A Spiteful Queen (Paths of Pride/Doubt)​


Pokemon/Battles:
Each trainer is required to submit two (Normal) or three (Hard) Pokemon in their initial challenge. Before the boss, each team will progress in a Singles style with an active starting Pokemon that is automatically sent out first in an encounter. These battles will range from fighting one Wild Pokemon at normal strength to fighting a Horde of weaker ones. If the active Pokemon falls, the next will take it's place and so on. The Pokemon will fight between three and nine battles (depending on difficulty and success in the puzzle sections) with a limited amount of "Rests" in between. Rests restore health and energy of all Pokemon, while reviving fallen ones too. Because the encounters get harder as the stage progresses, it may be better to fight with weakened Pokemon than to use a Rest early on.
All Pokemon are restored at the Boss's lair, and each Player sends out all their Pokemon againt the boss. (Ie Tag Doubles in Normal, and Tag Triples in Hard.)​


Enemy Details:
Horde Enemies will often be either weak unevolved Pokemon or just Pokemon with much lower Stats and a curtailed movepool.
Wild Pokemon have the exact same stats as they're normal ASB counterparts, and have a movepool consisting of all the Level-Up moves they learn, but nothing else.
Boss Nightmares are not exactly Pokemon, and thus have heightened Stats, (equivalent to a Pokemon with two nature boosts in different stats, with no drawbacks) and a movepool consisting of a variety of moves, (I know I'm being vague) including 1-2 Unique Boss Attacks (See Zarator's Bosses' techniques.) Bosses have the same threat mechanics as in Raids and may have additional immunities depending on the difficulty or individual encounter.​


Storytelling/Progression:
Aside from the initial Path Choice at the stage's beginning, there will also be a few CYOA choices throughout the course of the stage. Do you untie the injured Pokemon. It may help in your next battle, or it may be your next battle... These choices will be made through PM sent between the player and whoever is running the mission, and the results will be mostly RNG-based (though there will be clues about the best choice, beforehand). In addition to these choices, there are also multiple "Puzzle" Sections, such as deciphering a cryptic map, or crossing a stream without using too much energy. These puzzles and their solutions will too be sent through PM. The player passes the puzzle if they send in a correct solution before a pre-designated time limit. If a player succeeds in one of these challenges, they will either have an easier Pokemon encounter awaiting them, or be able to bypass it altogether. Both players' progress (either on a drawn map or just in terms of Area 1, etc.) will be posted in the thread for their Gallery Challenge.​


Rewards:
Each Player will receive only a KOC for each full-powered Wild Pokemon felled, and a KOC for each Horde of Pokemon that is destroyed in the stage. For the boss fight, the player will receive an additional 3 or 5 TC, double the appropriate counters for a normal PvP battle and perhaps a unique award akin to the Raids' glyphs.
The purpose of this reward system is to have players try not to have those unnecessary battles before the final battle, as they will just be wasting Health, Energy and Rests for a sole KOC; reducing their chances of making it to the boss.​



That's my in-depth idea. Any help on the Rewards section would be great, since the rewards there are mostly placeholders until I figure out an appropriate amount with other RP-runners' feedback. Any other feedback would be appreciated, too.​


Either way, Lord Jesseus and I both had like ideas for a story-driven RP (and in mine, puzzle-based). In the end, we both decided our ideas were a bit similar and that we could try to make a basic rough layout for these kinds of RP's that anyone could adapt to fit a story.
Although this idea seems to have fallen to the wayside between us, if you would really like to see your idea come to fruition maybe we could try some form of collaborative project?
 
Well, I've been thinking about Temperantia's and Lord Jesseus's ideas, and I think I might have an idea based off of that. Here goes nothing!

ASA Guild
(Anime Style Adventuring)

Overview:
This is a Roleplay designed to basically give Anime Style Battlers the opportunity to solve tactical puzzles with their pokemon, preferably with an engaging story to go along with it. Here, trainers will take challenges made by different individuals and attempt to complete them.

Mechanics:

  • First, a thread will go up that will describe the adventures that trainers can take, any amount of trainers can take any adventure at any time, even if completed.
  • In this thread, an interested trainer will post their interest in a particular job, and someone will offer to be the referee for it (much like the Battle Tower)
  • After acceptance, the trainer will join a social group where his thread for the adventure will be posted.
  • Every time part of an adventure is completed, a "checkpoint" of sorts will be made (unless the adventure only has one part)
  • In this checkpoint, the trainer can challenge the next level at any time, and can take another adventure
  • There will be a limit of one adventure per trainer (you can't be in two places at once)
Rewards:

  • For each adventure completed, the trainer will recieve some sort of counters based on the difficulty (I was thinking about making Adventure tokens but we already have an insane amount of tokens)
  • Referees will get Ref tokens equal to the Adventure tokens recieved
  • Adventure tokens (if implemented) will be used to buy items usable in raids (potions and the like, or perhaps artifacts like is planned in raids)
Difficulty:

  • The adventures will be split into 6 difficulties based on what is needed to complete the adventure.
  • Hard versions of an adventure will rank 1 difficulty above it's normal counterpart as far as rewards are concerned. In Hard mode, the adventure has to remain relatively the same, but the puzzles and bosses can be shifted.
  • To Illustrate, let me give an example of a puzzle that may be encountered in an adventure
Question said:
Ahead of you, you see a labrynth, which is given light only by a giant hole in the ceiling about 100 meters up. A strange power prevents flying over the obstacle from working. You see two paths, which will you choose?

  • Easy: Adventure can be completed without evolved mons, and generally has harder puzzles to compensate, though not always
Solution in Easy said:
Both paths will lead to the exit, although one will make you face a harder obstacle than the other

  • Normal: Requires at least mid-stage mons, and has straightforward puzzles and bosses. (Soft Example: ASB raids: While the bosses are definately hard, there aren't any puzzles in between them)
Solution in Normal said:
The left path leads to the exit, and the right path leads to a dead end that teleports you to the entrance of the maze and tells you in clear terms

  • Hard: Requires fully evolved mons, and has moderate puzzles and bosses, may have somewhat difficult decisions though. (Example: MND Mystery
Solution in Hard said:
The left path leads to the exit, and the right path leads to a dead end. However, you have to backtrack manually and new enemies have appeared.

  • Very Hard: Requires fully evolved mons, and has difficult puzzles, ethical decisions, and bosses. (Example: Nightmare Gallery)
Solution in Very Hard said:
Same as Normal, only it doesn't tell you that you've teleported to the entrance, and the exit switches each time you get teleported

  • Insane: Just what it sounds like, the hardest stuff that is still beatable.
Solution in Insane said:
Both paths teleport you to the entrance, and the only way out is to backtrack after being teleported (because you were actually transported to another similar-looking floor)

  • Impossible: Haha, good luck sucker (mostly reserved for hard modes of Insane adventures)
Solution in Impossible said:
Same as Insane, only backtracking does nothing. As it turns out, you have to trick that enemy Tangrowth in the left path to use vine whip on the hole in the ceiling, pin it down, and climb up to the top. And oh yeah, you have to face Arceus when you get there. Have fun.

Questions to Be addressed:

  1. How do we accept new stories (We want to have more than two adventures, but we don't want like 1,000 stories either)?
  2. What are the rewards going to be (both in terms of Adventure Counters and what you give them for)?
  3. Many, many others

Well, that's the end of that. I apologize for how bare bones it is, but I hope this gives you guys an idea. :)

On a side note, I don't particually want to lead this myself.
 
Just throwing up a question (as if this thread doesn't have a large enough backlog): can/will more Labyrinths be submitted/go up in the forseeable future?
 
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