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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: ???]
 
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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: ???]
 
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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: ???]
 
Agenda for future changes:

I feel that overall, feedback has been fairly positive. I don't think a lot of structural or mechanical change is needed. So, mostly, I think what we'll be looking at are more Quality-of-Life aimed changes.

Length
The current setup seems to lend itself to games that last about 25 posts. If we assume about 1.5 days between each post, then projected session length is 37.5 days, or roughly 1 month. I don't think there's anything necessarily wrong with that duration; 25 posts is probably how long it takes to tell a full story. Still, it's regrettable that the length might wind up excluding people who wish participate but who have schedules that make it infeasible.

There are ways to shorten the expected length of a session, but not without drawbacks.

1. Establish more of the story-premise during signup.​
Instead of dropping the player into a town and seeing what happens, we could stipulate ahead-of-time that the adventure will involve doing X, Y, and Z. This cuts down on a lot of the setup time, but curbs spontaneity. Such a system also limits the kinds of surprises that can come up during a story.

2. Segment the adventure into smaller "sub-sessions"​
This could work, although it risks making the tempo too regimented and predictable.

Change might not be necessary or advisable here.

Character Progression
It would be great if characters could "level-up" between sessions. It'd be a good "hook" to entice players to return, especially with their existing Trainer character. However, the extremely rules-light nature of the game doesn't give characters much space to grow. What possibilities exist?
  1. Item-based progression: (As a reward for completing a quest, [character] gets a fantastical tool, item, or technique that is good for [X] uses. Recharging it costs Resources, or perhaps the means/supplies to recharge it can only come from certain sources, or maybe it is destroyed after [X] uses.)
    • Pros: Simple, fun, on-brand for a tabletop RPG.
    • Cons: Risks diluting character identity, kinda silly, somewhat off-brand for a Pokemon adventure sim.
  2. Skill-based progression: (Adds a sub-tier of skill underneath Expertise. (name: "Knack"?) At the end of a session, [character] can gain 1 or 2 Knacks. Knacks are useful, but maybe narrower or less effective than Expertise, or maybe they only last a certain number of uses.
    • Pros: Easy to work into characterization, or tie into the events+themes of the session.
    • Cons: Increases the amount of mechanical complexity. May be difficult to distinguish the effectiveness of Expertise vs. Knack vs. Un-boosted action. (Expertise vs un-boosted already isn't as clear as it could be, adding a third tier could muddle things further.)
  3. A new, generic type of resource: (A token that can be spent of some kind of meta-effect. Perhaps it lets you give Expertise to an action you normally couldn't, or lets you alter something about an NPC's history or influence their action, or maybe you can spend it to gain more control over the possible outcomes of one of your actions.)
    • Pros: Encourages player creativity
    • Cons: Clashes with the "acting as the player" feeling. If the player doesn't want to engage from the angle the currency provides, then the currency is useless.
Are action outcomes too chaotic?
There's a delicate balance I'm trying to hit, where actions have outcomes that are routinely unexpected, but not so chaotic that the player becomes frustrated or apathetic to their choices. Am I hitting the target on that? Or rather, are there ways I can make it easier for other prospective Judges to hit that target?

Is the game narratively too confusing?
I'm certain that for Questers the game is mechanically as simple as it should be. Narratively, is the action too convoluted to follow? Are Judge posts too long and wordy? Are there too many characters?

Keep tabs on this post, since this will be the place for me to add more agenda items.

Is there anything else I didn't think of that should be addressed?
 
With the previous playtests, people have been very forthcoming about the changes that they want. Since I haven't gotten an overwhelming amount of criticism this time around, I'm going to interpret silence as approval -- (at least, approval of the Quester side of the facility, which is what people tested). That's good.

I think next time around as a Judge, I need to send more unambiguously evil Goons at the players, since the average player seems uninclined to throw hands with anyone who isn't wearing an evil Team uniform. (reasonable tbf)

Also, I don't know if listing "options" is really doing anything for anyone? I think it's important to have something like that to prevent players from getting stuck, but in practice it feels more like I'm "stealing" the opportunity for the player to come up with funny stuff than like I'm helping them. I think what I'm going to do in the future is just make a list of 20-30 "generic" actions (fight, persuade, sneak, and so on) for players to have and reference on-hand.

So, besides that, where does that leave us in terms of Facility design?
  • I'll likely try to release something that looks identical or similar to this. In which case, I'll focus my efforts on improving and streamlining the Judge tools. (Might it help Judges to have pre-made characters/towns/other assets? Or would that only confuse the scenario-building process further?)
  • I'm thinking it could be fun to do Limited-Time Events once in a while, during which certain locations / characters / scenarios will appear within all players' campaigns. I think it'd be nifty, and it'd have positive effects for player interest and worldbuilding. I don't plan to release the Facility with an event from the outset though, since I don't want global events to be considered the "norm". I think it's more important to allow room for players to have their own non-scripted adventures than it is to host Special Events. To me, the optimal rate for such events should probably be fewer than one event per 6 months.
So, that's about where we're at. I don't think the items on my docket will take more than a couple weeks to complete. So, I hope to have some deliverables ready soon. :blobthumbsup:

Anyways, thanks to everyone who helped test. And, if anyone wants to try their hand at Judging before the next launch, my signup still exists! (It's difficult for me to change the Judging system post-launch, so it'd be helpful for players to test the Judging portion of the system earlier rather than later.)
 
Judge's Guide:
How to Write.

Hypothetical situation: Quester nightblitz42 is investigating a town-wide mystery. During the course of their investigation, they were invited to meet up with an NPC who has information for them at the Tavern.

The Quester tells the Judge that they'll go to the tavern to look for the NPC.

As Judge, what do you write for your post?

Use the SRCA Method! (pronounced similar to "Circle")
1. Set the Scene.
2. Respond to action.
3. Curve the path. (maybe)
4. Ask, "What's next?"

Step 1: Set the Scene.
Location, and immersing the player in it.
  • Address the Quester in second-person ("you").
  • Describe only what they (and their teammates) can perceive.
  • As you write, imagine trying to "paint a picture" with your words.
  • Use multiple senses (not just sight).
This is fine...
Nightblitz42 walks into the tavern. He sees people there eating and drinking. Among them is the person he's supposed to meet (his name is Bob).

...but this is better.
You walk into the tavern. The air here is hot and smells of ale. As you scan the room, you see men and women from all walks of life sharing food off of roast-covered plates and clinking glasses with one another. The loudest among these merrymakers you recognize as the person you're supposed to meet.
  • Nightblitz42 -> "You"
  • His name is Bob (not something you can perceive)
  • Use multiple senses:
    • "You see men and women... sharing food..." (sight)
    • "The air is hot..." (touch)
    • "...smells of ale" (smell)
    • "...clinking glasses..." "The loudest among these..." (sound)

Step 2: Respond to Action.
Change, caused by the Quester's action.
  • Because of the Quester's action, what in the world changes?
  • Does anything change besides what the Quester intended to?
  • Are there any characters who we expect must respond to what the Quester did?
This is fine...
[cont. from before] You recognize him... You approach the person, take a seat, and earnestly begin to discuss the matters at hand.

...but this is better.
[cont. from before] You recognize him... The man sees you too. Excited to greet you, he spits out onto his plate the piece of lamb he was chewing.

"Ah! I've been told to expect you. The name's Bob! Come here, come here! Sit down! We have much to discuss." Bob pats his wooden bench, where empty waits a seat beside him.

  • Because the Quester acted, the world changed:
    • Bob saw them and became excited.
    • Bob spit out his food from excitement.
    • Bob beckoned the player.
  • Because the Quester acted, something unintended was changed:
    • Food waste :(
  • A character who we expect must respond, responded.
    • Bob, eager to share information, spit out his food and invited the Quester over.

Step 3: Curve the Path.
Twists and turns to add interest, perhaps?
This is fine...
[cont. from before]... You take a seat by his side and listen to what he has to say.

...and sometimes it's the right call, but is that best for this situation?
Players and their characters are almost universally rational. That is, they will go for what they believe to be the most direct, least resisted path to their goal virtually 100% of the time. For a Quester to do things harder than necessary would typically be out-of-character; and the Quester, being a good sport as always, is trying their hardest to remain in-character (bless them for it).
1758247762554.png

(Diagram of a rational Quester's uninterrupted course of action.)

As a Judge, part of your job (and part of your fun) is to disrupt the Quester to see what it takes for them to curve their path. You can apply certain techniques to nudge the player's path off-axis and thereby create more interesting and varied situations. If you do your job right, and apply just the right amount of pressure, then this will effectively create new opportunities for the Quester without the Quester needing to act out-of-character. The amount of pressure you need to apply in order to tempt the Quester varies depending on the situation and the individual Questing player.

1758248138689.png

(Diagram of a Quester's disrupted course of action.)
  • It is the Quester's right to walk the straight path, if they choose.
  • It is the Judge's job to deny the Quester from walking the straight path unobstructed.
You don't need to curve every turn. Generally, the more slow/boring/predictable the adventure is veering, the more aggressively you want to curve on your turn. The opposite also holds true; if the Quester's actions are extremely exciting and extremely forcing, or an NPC is being made to react to their actions in a really forceful way, then it might be prudent for you to simply sit back, not curve at all, and watch the fireworks show.

The Judge has a countable number of Curving tools, which can be ordered from least curvy to most curvy.
  1. Distract
  2. Haggle
  3. Endanger
  4. Off-Rail
  5. U-Turn
Distract: Inferring what the Questing player intends to do, give their character an alternative choice. You want to aim for 50/50 odds on whether you think they'll take the bait or not. Ensure it's generally (but not specifically) clear what stands to be gained or lost by the player's choice.
[cont. from before]... Bob beckons you over eagerly. But as for your Pokemon, someone else altogether has taken an interest in them. A Salazzle who reclines by the far hearth's warmth blows kisses with playful bedroom-eyes. It seems you and your partner are being pulled in two entirely different directions.

You need your partner to be on the same page as you if you're to solve the mystery together. That means no distractions... But, what would it take to convince them to give up such a tempting opportunity? And, would your Pokemon resent you for it?

Haggle: If you infer that your Quester is steadfast on what they would or wouldn't do, adjust the specifics of the situation to see if they might change their stance. You're still aiming for 50/50 odds on whether they choose to act one way or the other.
You head to the tavern, intent on meeting with your mysterious informant. Only, once you arrive, you find that the tavern door is locked shut. A sign hangs over the dust-covered window: Closed, it reads. Despite this, you see light from indoors filtering through the blinds, and hushed voices talking with one another. Your informant, you presume, is most likely inside.

Are you still going to enter the tavern, even if it means forcing your way in?

Endanger: Take a place the Quester knows to be safe, and introduce danger to it.
[Suppose this is the second or third time the player has come to the tavern, and they've become accustomed to using it as a safe meeting-place.]

[cont. from before]... You go to sit down next to Bob.

Suddenly, before you can chat: the tavern doors slam open! Four Team 0n3 thugs in jumpsuits and face-masks barge inside. One of them kicks over a table. The leader of the bunch, brandishing a Great Ball, yells: "Where's that no-good investigator nightblitz42, who's been snooping around in our business?! I know he's hiding here; we have on good word that he's a regular of this establishment!"

Off-Rail: Deny the Quester the chance to seek their immediate objective, and leave behind a new plot hook.
You head to the tavern, intent on meeting with your mysterious informant. But, when you push through the front door, you're met with a shocking sight: the entire tavern is in disarray! Furniture smashed. Floorboards broken. Walls torn and scorched. Who would do such a thing?

The tavern owner, shivering, peeks at you from behind the front desk. "You looking for someone? They, they came in here. Masked men, with strong p-Pokemon. And, and they took a fellow -- kidnapped him! ...Oh, the brutality of it all! What's more, they said if I saw you, I should give you this note."

The tavern owner hands you the note. "Now, you'd better go and don't ever come back here! All you Pokemon Trainers cause me nothing but trouble!"

U-Turn: Inferring what the Quester wants, turn their incentive opposite.
[cont. from before]... Bob pats the seat next to him. But, to your growing horror, what taps the wooden bench isn't a human hand. No... a pink, goopy tendril thuds hollowly against the grain. That's not Bob. Whatever this... thing is, isn't Bob and isn't safe. Luckily for you, you caught it let the proverbial mask slip. You look now up to its face, at its troubled expression, and you know. You know that it knows what you saw. But the other patrons of the tavern all keep laughing and eating and singing. To them, nothing is awry. Everything is normal.

Step 4: Ask, "what next"?
  • Address the Quester by name. Tag (@) them here to make sure they get a notification alert.
  • Ask them what they plan to do next.

That's it! If you wanna write a Judge post, remember to SRCA and you'll be set. You can practice applying this to other hypothetical situations you might come up with, too.

------

Hostile NPCs

Sometimes, characters respond to the Quester's actions with hostility. For example, an enemy NPC might attack the player or their Pokemon.

When determining how exactly the NPC acts, there are two sliding scales we can apply: Severity, and Instancy.
Severity: How much of a setback does the NPC's attack cause for the Quester?
  • High Severity would mean a great setback to the Quester. Could mean increasing Stress, taking away Resources, impeding their objective, applying some sort of continuous status effect, or maybe a combination of multiple of the above. A severe attack might be appropriate if the Quester took a big risk and failed, or made one or more critically bad judgment calls.
  • Low Severity means a minor setback to the Quester. Could mean marginally increasing stress, taking away a Resource, temporarily holding the Quester back from their objective, doing something mechanically inconsequential but distressing, or so on. Could be the result of an unfortunate mishap, or maybe it happens for no real reason at all.
Instancy: Is it happening now, or is it a threat of action to come?
Not a lot of wiggle room when it comes to Instancy. Basically, the attack either: happens immediately, or you are telegraphing an action to the Quester and giving them 1 turn to prevent it. How this might work is: you tell the opponent that an angry Houndoom is baring its fangs and getting ready to bite; and if the Quester ignores that threat, the Houndoom actuates that threat by biting the Quester on your next turn. It's a useful way to increase tension and excitement when you want to avoid one-sidedly manhandling the Quester.

Of course, you'll want to somewhat mix up how often you apply each kind of action, if only to keep the Quester on their toes. Might be worth letting the Quester get away with a big slip-up by slapping their wrist once in a while. Likewise you can consider totally blowing them up for a minor error on occasion, just so that they don't get too cozy.

Suppose the Quester is sneaking around where they shouldn't be and they are, regrettably, spotted by a guard Machamp. Some examples of aggressive NPC actions:
Low Severity + Low Instancy: The Machamp reaches out to try and grab you by the wrist.
Low Severity + High Instancy: The Machamp grabs you by the wrist. He then holds you in place so you can't run away.
High Severity + Low Instancy: The Machamp winds up to punch your Pokemon full-force.
High Severity + High Instancy: The Machamp punches your Pokemon full-force, and by doing so craters your Pokemon into a wall.

As for when an NPC should act... There are mainly 3 good reasons to do it.

1. An NPC should act whenever the Quester's action means they must act in response to remain in-character.

Suppose the Quester is being attacked by an Ursaring, and the Quester squirts bear spray in their face. The Ursaring would have to recoil and yell in pain and act up, wouldn't it? It wouldn't be a convincing character if it didn't respond at all.

2. An NPC should act whenever the Quester acts overly passively.

If the Quester just sits around doing nothing for their turn, they often surrender the opportunity to act to whoever in the scene has the most initiative.

3. An NPC should act every turn if they are engaged in combat (or another similar high-stakes effort).
 
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