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

I know. I was calling myself stupid and unobservant. I was fairly sure that a proposal to recycle the Subway Pokemon hadn't been suggested, though...
 
Oh, I thought you were talking about items. Some battle frontier things like the hall need specific Pokemon, but I guess that's a good idea.
 
.... ...The Little Dojo
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Overview

The Little Dojo is a place where Not Fully Evolved pokemons can come to improve their stats (this is NOT a place to gain Evolution Counters), where pokemons that already have their Ev. counters in the 4/9, 6/9 or 9/9 mark can come to increase their base stats as of those of their evolved forms without actually evolving

Justification

Many trainers like their pokemon the way they are, the little, Unevolved, form (and some pokemon share the feeling), and just like Pikachu (and many other pokes in the anime) the evolution stage doesn't always show how powerful a pokemon actually is, many people's favorite pokemon are the unevolved and cute baby forms, this way they can use the pokemon they love without having to sacrifice competitive viability (which is what CAP ASB is supposed to be about), Ash's Pikachu can beat Raichu, Riolu can use Aura Sphere, and Tyson's Meowth is more powerful than most Persians, being apparently weak (or weaker) then their evolved forms, this lets many NFE pokes to access to their evolved forms stats and movepools without having too actually sacrifice the cuteness of their actual from (and in some cases abilities and typing)

Process

  • A trainer brings a pokemon that could have evolved but liked the way he/she was
  • The pokemon enters a battle against an evolved form of itself with the restrcition that the evolved form can only use attacking moves (recovery, boosting moves and status being impossible for it to use) in a 1vs1 single battle
  • If the unevolved pokemon wins the battle then he gains access to it's evolved form stats and movepool, just like it would if it had actually evolved (if a pokemon is a physical attacker in his pre-evolved form but a special one when evolved the stats can be a little twisted to match this)
  • At the end the Pokemon retains it's current form (spirit), it's Nature, it's Height and Weightand all of it's Abilities
Restrictions

  • The pokemon have to be able to evolve and have their evolution counters at the needed amount to actually do so
  • Defensive Stats are NOT upgraded, every unevolved pokemon will get acces to their their evolved forms movepool and increased HP, but the defensive stats are not increased to avoid the abuse of eviolite
  • Speed is increased to the master's discretion, (Pikachu would get Raichu's speed, but Shelgon wouldn't get it's speed increased)
  • Abilities and Typing remain unchanged (this might be good or bad according to the pokemon)
  • Pokemon's movepool are restricted to what a pokemon can actually do (Magikarp cannot Dragon Dance, Bagon cannot Fly, Scyther cannot use Bullet Punch)
Conclusion

There it is, a polished version of my first idea, a way to have the pokemon that are not competitively viable in the big tiers retaining the charm of their Not Fully Evolved fom, this could also increase the number of strategies since typing and abilities would become incresingly important even if most pokemon just get an aesthetic change
 
Yeah, but this is more of an aesthetic change on most pokes, for example for me:

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On an enormous majority of the pokemon is just about changing the spirit, so I hoped it didn't matter
 
most of all to make it legal (if i send my togekiss with a togetic spirit what do you think a ref will say to me?), but some pokes would actually have some new tricks (dragonair with marvel scale and shed skin with good attacking stats but loosing the flying type for example)

PS: the only reason i didn't choose mienfoo as a stater is because i didn´t wanted to evolve her in the not-cute-enough Mienshao
 
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Name: Legend Tower
Type: Battle
Basic idea: an extremely high-tech battle simulator that allows battlers to battle with legendary Pokemon (they don't keep them, they aren't real, after all.)

If you like the idea, I'll get more detailed.
 
While I see the point (given the raw number of mons in the anime that won't freaking evolve,) I have a personal distaste for the anime's repeated disregard of power level. Creative strategies are fine as a way of giving a weaker mon a victory it otherwise wouldn't, but I really prefer evolution be the overall power level determiner.

As this is only my personal preference, however, I will tolerate it. However, I will be highly critical.

For example, how does this end up being reconciled for mons with multiple evolutions that diverge significantly, like Burmy? What's stopping me from getting a female Leafy Cloak Burmy with Earthquake and Leaf Storm? What happens if I decide I really do want to evolve, how does that play out? This isn't even getting into Eevee.
 
I'd love to post an incredibly elaborate description of what I'm about to suggest, but
1) I think someone already suggested it, and
2) I don't really have time for that right now.

...but I think it might be a good idea if we have some sort of stage creation thread, where standardized versions of stages can be selected for use, which would make coming up with the stage for a match a little earlier sometimes. One stage in particular that I'm seeing a lot is Pokemon Stadium 1/2 from Smash Bros, although I'm sure there are others.
 
Concept: Arcanite’s Contest Hall

Category: Contest Hall

Bio: A Place where contestants can show off their dazzling moves, and wow spectators!

Description:

In the Anime, Dawn and May both called themselves Pokémon co-ordinators. ASBers will have the chance to follow their path and become top Co-ordinators!

Once a month, I will hold a contest. There will be a week long signups phase.

Then, an appeals round will happen, like in the anime. One (or more, depending on the contest) Pokémon will perform a short routine (5 moves?), Stringing them together in unique ways to appeal to the judges.
A number of participants will advance to the next round. The number of participants advancing to the next round varies. If there are more participants, more people will advance to the knockout rounds. If there are X participants, The number of Participants in the knockout rounds will be 2^(Round down(log2(X/4))). This means that the number of players is quartered, and then lowered to the next power of 2. This makes sure that a perfect number of participants are entered in the knockout phase.

The Knockout phase will be conducted like a normal knockout tournament, with the participants battling like usual. However there will be an appeal gauge. The Appeal Gauge will be increased if your moves make a particularly appealing combo, or if you block damage from your opponent (not with protect etc.). After 5 Rounds, the co-ordinator with the most HP + Appeal Gauge wins. The Appeal Gauge is out of 50, and can increase and decrease as the ref sees fit.

I will start a contest each month, and after 10 contests have occurred, the winners from each contest will be invited to participate in the yearly grand festival. I will invite other successful co-ordinators (multiple high finishes, etc) to make a total of 16 competitors. 8 competitors will make it past the appeals round. The grand festival finals will be full battles (rather than 1vs1 or 2Vs2 for doubles contests), with teams of 3 or 4 taking part. The Grand festival will otherwise run like other contests.

Prizes:

For advancing to the Knockout rounds of a contest, each participant gains a trainer token, and the participating Pokémon gains one Move Counter, Evolution counter, and one Dream Counter.

In the Knockout rounds, your Pokémon do not earn counters after each battle, but do earn KO counters if they are successful in KOing an opponent’s Pokémon.

For advancing to the final, this is raised to two trainer counters, and if you win, you gain 3 trainer counters, and a second Move Counter, Evolution counter, and Dream Counter (as well as the invite to the grand festival).

In the Grand festival, you earn double the trainer counters.

Suggestions are welcome!

Consiered this some more:

Judges for the appeal round will be myself, and two other applicants. We will each mark the appeals out of 10 to a selection of criteria, and will then combine our scores to form a leaderboard. Then, the top X participants will progress to the battle round, which will be reffed like regular matches, with the addition of the appeals guage, which will be updated after every round to the refs discretion (again to a set of criteria).

I also think that every month is ambitious now. I think once every two months is more realistic.

Also Battles in the battle round will be limited to X rounds, or Y days whichever comes first. At this point the remaining HP is added to the appeals gauge and the winner is the pokemon that has the highest overall total. (I was thinking 10 days, 3 rounds for 1Vs1)
 
Battle Chamber

Hmm......I've had an idea bouncing around in my head. Not all the details are worked out, but please tell me if you guys like it.

The Battle Chamber
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We all have our strengths and weaknesses. Some of us can see them clearly. Some cannot. In here, they are magnified for the world to see. For at this facility, you battle your worst foe...

Yourself...


Basic Rules:

  • You enter one Pokemon into a series of 1v1 battles
  • Your opponents will always be he same species
  • Depending on Rank of challenge, modifications will be made to make foe stranger or weaker

Simple enough, right? Wrong. Here are the Ranks:


  1. Opponent has -20 HP, Moveset only has Level-Up moves to Level 25
  2. Opponent has -10 HP, Moveset only has Level-Up moves to Level 25 and 3 random Egg Moves
  3. Opponent has normal HP, Moveset has Level-Up moves up to Level 50 and 5 random Egg Moves
  4. Opponent has normal HP, Moveset has Level-Up moves up to Level 50 and has 5 random Egg Moves and 5 selected TM moves, and 3 Event/Tutor Moves
  5. Opponent has normal HP, Moveset has Level-Up moves up to Level 75 and has 5 random Egg moves and 10 selected TM moves, and 3 Event/Tutor Moves
  6. Opponent has +10 HP, Moveset has all Level-Up moves and has 5 random Egg Moves and 15 selected TM moves and 5 Event/Tutor Movesw
  7. Opponent has +20 HP, Moveset has all Level-Up Moves, all Egg Moves, and 20 selected TM moves and 5 Event/ Tutor Moves
  8. Opponent has +35 HP, Movest has all Level-Up and Egg Moves, and has 35 selected TM moves and 10 Event/Tutor Moves
  9. Opponent has +50 HP, knows all possible moves
  10. ???
Prizes, of course, would be fairly simple. I would like to work with BP, using RD's store. I would get his permission, of course, if this went through. If not, I will simply use TC. Also, a special prize will be given if an opponent defeats Rank 7, and an even better prize will be given for all who defeat Rank 10.

Again, there are still some details to work out, but tell me if you like it.
 
I looked everything over again.

Engineer Pikachu's Battle Castle:

Flesh out some of the shops and PM me with a vague idea of how much CP a battler will get, at least so we can cooperate on any balance/player experience issues. We can then adjust everything to a reasonable expectation.

Otherwise its sound and has preliminary approval. Just contact me so I can get an idea of how it flows over successive rounds.

Aranite's Contest Hall:

I'd like a little more explanation on how you'd calculate Appeal Points in the Appeals round, but everything else looks sound.

Routines for the Appeals Round should be 6 actions, so they can take up two complete rounds.

Otherwise if you just flesh out how you award Appeal Points a little bit, it should be fine. Just do it in the OP. It seems like it'd be more subjective than science, but it's one of those things I'll need to see first.

Fully Approved.

-Charmander- / iiMKUltra's Battle Hall:

It might make more sense for the restrictions to be based on Rank Total (say maximum of Rank 14 instead of BST 300, with HP/Spe converted to Ranks)

Flesh out the check points a bit and I think you'll be good to go. This has my preliminary approval.

Lady Salamence's Battle Board:

If you could whip up an example board for the scale of bonuses/restrictions etc. That would be great. I also need to know if the movements are open or PM'd. Clarify these few things on me and I'll have a better answer. Not approved for now.

Battle Chamber and Little Dojo:

These concepts are a little too myopic for a Role-Playing function. Even in string battle series like the Subway, the element of time and some change to ordinary mechanics or other restrictions is part of it.

- - -

If you have preliminary approval, you can set up a full thread OP and send me a PM, but keep the thread itself closed for now so we can work out a few details.

Fully Approved RP's can open for business with the minor adjustments I've made.
 
Gonna throw something I've been messing with since early on in the RP thread's existence, hopefully it has some interesting qualities...

The Survey Institute

Premise: As a player who is fascinated by things like usage data and other interesting but mildly useless bits of trivia, my proposition is basically a thread which answers questions not about game mechanics, nor provides players battle advice, but focuses on public opinion and facts about the ASB community, and houses the data all in one place for people to view at their leisure (like, when they're waiting for battles to update!).

The original thought of mine came about when I was wondering about what I was going to pick for my starters. I really wanted to pick a balanced team, but also wanted to include a set of Pokemon whom no one else had chosen. To find out what had been picked, I paced back and forth through 8 or so pages of approved teams, to see if what I was thinking about using would be the first and only of its kind on ASB. So, to start, somewhat separate from the roleplay aspect, which I'll touch on a little later, the Survey Institute would be responsible for keeping an up-to-date register of all the Pokemon on the site, with things beyond just a simple tally, such as names and possibly links to their trainers. This would not only, at least to me and I'm sure others, be interesting to look at , but could also have practical applications for players, like tracking trends in usage as the game evolves, or even something as giving ideas for names, things like that. Employees of the Institute would be responsible for keeping the register up-to-date and readable.

The second (and the one with more roleplay potential), would be an actual survey board, which ASB participants could post non-mechanics related questions to as a survey (likely for a small fee, if there has to be money changing hands for this all to work). If said question was something a player asked a data question (i.e. questions similar to the "how many of X Pokemon are in ASB" example above), a staff member would go collect the necessary data and report back, receiving payment upon successfully answering the question.

However, players may also wish to post questions that target instead responses from the community. In this case, the question is posted on the board under the person's name, and other community members could respond with their opinions on the subject, via PM or posts on the board (whichever you believe would be most suitable). Then (provided the PM system is put in place and not the forum post system), the person who asked the question could then bring their data back to the Institute and receive a small payment for their work on the survey. These surveys would be timed, each player could only conduct a survey of this nature once a month or so (to prevent abuse), and would be payed based on the quality (or quantity) of the data.

Overall, the aim of the Survey Institute would be to provide something interesting to read for players who are waiting for their matches, as well as serving practical ends like monitoring usage trends or conducting ASB polls (ASB Awards, anyone?). It would largely function as a non-profit, meaning the services would be free and employees would simply be compensated for their work, but if there needs to be some sort of charge, posting jobs could cost a small amount, as a way to pay the workers.

Anyway, hope this catches some attention. Might be a little light on roleplay factor, but regardless I feel it's something that can and should be implemented.
 
I know, I know, I already made one proposition. However, this is just a general proposition that I wanted to support in the creation rather than personally create.

Concept: Pokemon Trading Center

Category: Social

Bio: Trainers trade their pokemon in exchange for another person's Pokemon.

Description: Trainers essentially bargain with one another (using Pokemon, Trainer Counters can be exchanged in addition to the trade if necessary) for one another's Pokemon. After all, not everyone has the time to train up the best pokemon, or perhaps, they notice that their original strategy looked good on paper, but did not work well in battle. The Trading Center fixes that problem. It gives Trainers a chance to trade undesired Pokemon for ones that they feel necessary as an addition to their team. The owner of this thread will oversee the trading process, making note of each trade and marking it in the initial post. This, essentially, is how I see a trade being made:

-Trainer 1 requests a Pokemon. He/she puts up a list of what Pokemon he/she has that he/she is willing to trade for the requested Pokemon.
-Trainer 2 accepts the trade. Perhaps at this point in time, he/she adds an extra condition to the trade, like extra Trainer Counters in addition to the requested Pokemon.
-Overseer notes the conditions of the trade and either approves or denies the trade.
-Trainers 1 & 2 make the trade once approved.
-Overseer notes the trade in OP.

Another function of the Trading Center is to provide a "home" for undesired Pokemon (essentially an Adopt-a-Pet thing). People can come here and offer to adopt these undesired Pokemon in exchange for Trainer Counters. The thing to note here is that these aren't just Pokemon you catch or buy, but they are pre-trained Pokemon who already had owners. These Pokemon can also be bought by a beginning Trainer instead of any of the starter Pokemon, since these Pokemon are pre-trained (it gives them a headstart).

In Conclusion: Personally, I don't want to necessarily make the thread for this concept, however, I do want to see it implemented as an RP Shop/Social thing. If later on, we decide that this idea is viable, anyone who is willing to devote their time to overseeing these trades can make a thread for it. I'm willing to help out in the development process. The amount of RP that'll go into this will be minimal as compared to other places, since this is mainly for exchanges. However, that doesn't mean it can't be used as an RP.

Thoughts?

This was a long time ago, but I was wondering if this is still up for grabs in terms of getting approved...
 
I spoke with Rediamond and he agreed that this was a good idea. So I'll be opening the doors to:

Star Home for Unwanted Pokemon

This is a place where trainers can donate Pokemon they feel was a mistake buying or that they no longer want. In exchange they'll get TC. How much they get will be explained shortly.

Now, you may ask, what's the point of having a home for unwanted Pokemon when you can just make them disappear? Well, the point of this home is that it's actually an adoption home! One man's trash is another's treasure, and a trainer can buy a Pokemon at the Star Home for TC equal to the amount the donator got for donating it. This Pokemon retains all its ECs, moves, MCs, DCs, nature, nickname, you name it, from its previous trainer.

If you want to donate a Pokemon, post all the info of the Pokemon you wish to donate. If you can, say how many TCs you think you'll get. The approver will confirm this for you. An approver will look this over and when you get approved, remove the Pokemon from your ASB profile and give yourself the TC earned. And make sure to mention this in the prize thread first. The TC you will get is equal to:

(RarityLevel+DWFactor+MC/3+EvoFactor)-2


  1. Rarity Level is the Pokemon's rarity level. Not much to say here.
  2. DW Factor means you get 2 more TC if your mon's DW ability has been unlocked
  3. MC/3 seems simple enough, but there's a twist to this one: we count spent MC as well as lingering MC. So if you bought 2 TM moves on your mon and have 2 lingering MC, that's treated as 6 MC, and you get 2 additional TC. If there's a decimal, it's rounded down.
  4. EvoFactor means that depending on how evolved your mon is, you get additional TCs. You would get:

  • 2 for a middle-stage mon,
  • 3 for a fully evolved mon in a 2 stage evolutionary line,
  • 4 for a fully evolved mon in a 3 stage evolutionary line,
  • 3 for a single-stage mon,
  • 1 for a middle-stage mon in an evolutionary line with reduced total EC, (including the final form of a 2-stage evolutionary line with reduced EC)
  • 3 for a fully evolved mon in an evolutionary line with reduced total EC
Finally, the whole thing is reduced by 2 to discourage using the Star Home for profit.

Once approved, the approver will then edit the info of the Pokemon into the OP, where there will be a "catalog" of all available Pokemon.

If you want to buy a mon, quote the post with the Pokemon you want, and offer TC equal to the amount the donator received. Once this is approved, the Pokemon is yours, just like claiming a shiny new one in the Prize claiming thread. The approver will then edit the adopted mon out of the catalog in the OP.

There are some catches to this system, which go as follows:

  • No donating starter Pokemon.
  • You can donate Smeargle, but you cannot adopt one and donated Smeargle will not be in the OP catalog. For flavor's sake, they keep the place from being a total wreck and help me and the other Pokemon caretakers stay sane. We need those Smeargles!
  • If the above equation would give you 0 TC, you get 1 instead.
And that's it. The approvers will preferably be me (obviously) and the approvers in the other data threads where there is approving to be done. Approving here is the same as in any other approval system; 10 approvals equals one BT.
 
I really like Spenstar's idea ^^^

Some other thoughts swirling around in my head for roleplay would be Pokemon Daycare/Breeding Center or something based upon the Royal Unova and all the other boats n' such in all of the different games

Another thing that would be a little harder to do but worth it would be the Pokemon Super Contests just like the ones Dawn participates in, in the anime. (I don't know it anyone has already suggested these so far) I think these would be super fun.
 
Okay, another RP pitch.

Survival Path

How Far Can You Go Before You Drop?

Yup, this is a Survival Mode. Trainers bring a full party (6) of their Pokemon, and just keep battling. And battling. And battling.

If you're lucky, you could get completely rejuvenated. If not...let's leave it at that.

Rules are fairly simple.

  • Trainers bring six (6) Pokemon to the Path
  • Battles begin against a long series of wild(?) Pokemon
  • They are all 6v1 Singles, with Items and Switching allowed.
  • Pokemon are not healed after the battle ends. All that happens is another Pokemon appears.
  • In between battles, the challenger is allowed to switch out their lead Pokemon, if they so choose.
  • For every 10 Pokemon defeated, the RNG of Fortune will be triggered. Challengers have a 9% Chance of each of the following events happening. (Note: For the One Pokemon, it is also picked by a subsequent RNG. However, the RNG will not be included for a Pokemon on which said choice would not have any effect.)
  1. All Pokemon get fully recovered
  2. All Pokemon get HP restored
  3. All Pokemon get Energy restored
  4. All Pokemon get status removed
  5. All Pokemon get items reset
  6. One Pokemon gets fully recovered
  7. One Pokemon gets HP restored
  8. One Pokemon gets Energy restored
  9. One Pokemon gets status removed
  10. One Pokemon gets its item reset
  • There is a 10% chance of nothing happening, and the challenge simply resumes
  • There are prizes, which will grow in amount depending on your streak of wild(?) Pokemon defeated.
  • After the defeat of any wild(?) Pokemon, you have the oppurtunity to suspend/forfeit you challenge.
  • When a challenge is suspended, the Pokemon are freed up for use outside of the Path. However, when the challenge is resumed, the same Pokemon with the same items must be used, without exception.
  • Items will be returned at any suspension/forfeit/loss.
  • Items will be provided if the items your Pokemon held at suspension was somehow lost.
...And that's it. Again, prizes need some work, but tell me what you think.
 
Ok so here's what I've been thinking,



The Royal Unova

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Basic Summary Like many other of the Roleplays, this would be a battling Roleplay. This one would be different however thanks to the fact that this one is about speed. Just like how the Royal Unova has a time limit on how long you are on the ship, trainers would have a set amount of rounds to beat as many trainers as possible. Prizes would be awarded to trainers who defeat the most pokemon in as little rounds possible.

In Depth The trainer would post in the thread that they would like to participate in the challenge. They then post the 2 pokemon that they will be using. They would post how many hours/days (still haven't decided the time limit) they would like to stay on the Royal Unova. The more TC that someone spends, the longer they are allowed to stay on the Royal Unova giving them a better chance to win prizes.

the average idea is around 3 or 4 TC spent would get you 5, 6 or 7 rounds (the average most people could KO is about 2 pokemon) on the Royal Unova (that's just me though, I'm still figuring that stuff out)

Special Rules

-A trainer may rest their pokemon and fully restore their health by sleeping in their cabin, but at the cost of 1 of their rounds
-All battles will be conducted in a 1 vs 1 format with one ability, items are allowed and Switch=KO rule
-Pokemon may not evolve during their time on the Royal Unova
-The pokemon
-Should either of your pokemon faint, you will be asked to leave the Royal Unova after collecting your prize
-The refs ruling is final
-An RNG will generate what pokemon you face

Edit: Objection brought forth the idea of using rounds instead of realtime so this issue is fixed

This is simply a rough idea so tell me what you think

Prizes would need some work and debating

As for me, this is simply a concept I came up with and would prefer not to run myself

Tell me what you think
 
Steampowered, I don't like the fact that it uses real time hours/days. Things like that always have issues with timezones. Instead, change it to a limited number of total rounds.
 
Anime Battling Tower
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VSMisty.png
VSWill.png
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Overview

The ABT is a place where you can find the most important trainers in the Anime, a place where you can battle anyone from trainers to gym leaders, but just with the pokemon they have on it (or if the anime doesn't give enough pokemon, use some of the Manga)

Justification

Some people just would love to face Conway, Harley, Duplica, or Lt. Surge, this gives them an opportunity to face some interesting rivals, not only gym leaders, but some of the most quirky trainers from Ash and co. trips, not every simgle one of them, but at least the good ones or the interesting enough to make though two caps, plus one where you could ask for one rival (since the pokemons are not that different they could easily be used for several characters)

Process

  • A trainer asks for a Battle with a character from the Anime
  • The trainer asks for the format of the battle (this could be work to be according to the trainer ex. Team Rocket would battle doubles
  • Different characters would have different difficulties (Sabrina and Tyson should be a lot harder to beat than Jeffrey)
  • Challenges would be done in a cup style when if you defeat an opponent another trainer would come, again with only the known pokemons he had (maybe add some manga or games ones if needed)
Restrictions

  • Like any other Role Playing, pokemon cannot be used outside of it
  • Only 3 players at once, maybe more with more people, but this is what I can deal with
  • You can take up to 6 pokes, but only use just as much as the challeger have
  • The Tower's NFE pokemon should have their stats increased (just like many of them in the Anime)
  • No objects and one ability, this to make it as similar as Anime Battles as possible, Switching would be allowed but with the same restrictions as ASB
Conclusion

This would be an interesting way to fight some odd convinations of pokemon or battle to an opponet you've always want to fight "in real life" of a battle that you've dream to have against a powerful Gym Leader or Champion or just another weirdo Ash and Co. met while travelling trough fourteenth seasons
 
Korski's Game Corner!

Share a dance with Lady Luck herself!

Description: The Game Corner is a place where trainers can come to gamble in a variety of RNG-based games of chance and win tokens they can use to buy fantastic and rare prizes. Currency around here is the Game Token (GT, or T for short, as in "I have 250T in my coin purse.") and the GT only; Trainer Counters, Battle Tokens, and any other currency besides GT is simply not acceptable on our floor.

The Game Corner is operated by myself and other dealers who run the games for players. Dealers are payed handsomely, 2 GT per game dealt and 1 TC for every 50 games dealt (so dealing 50 hands yields 100T and 1 TC), and are free to gamble all the same at other dealers' tables and are elegible for the same prizes in the Prize Corner as anyone else.

In order to maintain the aura of sophistication that brings so many high rollers to our tables, this Game Corner is members-only. That is, (to avoid postcount++) much of the gaming will be done in a social group created for the Game Corner. In order to join, a registered CAP ASB player must pay 1 TC for a Coin Purse + 50T (after this, a player can exchange 1 TC for 100T) and join the social group. From there, members are free to sit down at any dealers' tables and begin playing.

Each dealer will have his/her own thread(s) (tables) with which to host any one (1) of the games that we offer. Dealers have complete autonomy over their tables and can make posting rules with such authority (e.g. requiring players to quote their previous bets in multi-post games). With that authority, dealers are also responsible for making a note in every post where a player wins or loses GT stating the player’s original total GT and the new total, to help players keep their winnings straight and to help the house keep an eye on the figures. Dealers can also propose new games at any point in the main Game Corner thread which, upon approval, can be offered by any other dealer at any time.

Speaking of games (preliminary list)!

Matrix is a short, single-round game in which players purchase a matrix to set against the dealer's and can win GT based on matching numbers between them. The price of the matrix goes up with the number of rows and columns, as does the RNG range, as follows:
Code:
RNG Range: 1-20
1x2: 3T
2x2: 7
-----
Range: 1-50
2x3: 13T
3x3: 22
-----
Range: 1-100
3x4: 34T
4x4: 50
-----
Range: 1-200
4x5: 70T
5x5: 95
Once a player chooses a matrix size and hands over his/her GT, the dealer RNGs two matrices of the same size. The first matrix, called the HOUSE matrix, belongs to the dealer and contains within it all winnable amounts of GT for the player. The second matrix is called the PLAYER matrix. Any numbers in the PLAYER matrix that match a number in the HOUSE matrix win the player that many GT. Additionally, any matching numbers in the same row or column earn that amount of GT multiplied by the row/column number. Thirdly, any matching numbers in the same exact spot in both matrices wins that amount, doubled, then multiplied by both the row and column number. Some examples:
Code:
1) PlayerName (100T) purchases 2x2 matrix
Dealer's note: RNG generator should be set to generate 4 numbers between 1 and
20, formatted into 2 columns, and run twice to get the two matrices.

HOUSE      PLAYER
1   [B]14[/B]     9   [B]14[/B]
21  20     11  18

Payout =  (14x2)x1x2 = 56-7T buy-in, for a 49T profit.

PlayerName: 100T + 49 = 149

Dealer: 0T + 2 = 2

Notes: The number 14 appears in both matrices in the exact same spot,
multiplying the value by 2 and then by both its row number (1) and 
column number (2). Dealer notes outcome in terms of GT for the player.

----------

2) PlayerName (149T) purchases 3x3 matrix
Dealer's note: RNG generator should be set to generate 9 numbers between 1 and
50, formatted into 3 columns, and run twice to get the two matrices.

  HOUSE          PLAYER
40  33  [B]35[/B]     41  [B]35[/B]  30
[B]18[/B]  32  31     [B]48[/B]  39  3
[B]48[/B]  [B]17[/B]  29     19  [B]18[/B]  [B]17[/B]

Payout = (35x1)+18+(48x1)+(17x3) = 152-22T buy-in for a 130T profit.

PlayerName: 149T + 130 = 279

Dealer: 2T + 2 = 4

Notes: Because the PLAYER's 35 matched the HOUSE's 35 and both were in Row 1
of their respective columns, the payout is 35x1=35 (same with 48, except they
are both in Column 1), which doesn't do you a whole ton of good. 17, however,
matches in both matrices in Row 3, making the payout 17x3=51. The number 18
matches in both matrices but is in a different row and column from the other, 
making 18 the payout there.

----------

3) PlayerName (279T) purchases 4x5 matrix
Dealer's note: RNG generator should be set to generate 20 numbers between 1
and 200, formatted into 5 columns, and run twice to get the two matrices.

        HOUSE                       PLAYER
174  109  39   86   [B]26[/B]      3    135  [B]26[/B]   104  141
68   91   26   159  110     85   195  173  57   140
48   157  115  68   50      135  180  161  119  169
45   191  163  146  [B]26[/B]      64   16   198  17   197

Payout = 26x1 = 26-70T buy-in for a 44T loss.

PlayerName: 279T - 44 = 235

Dealer: 4T + 2 = 6

Notes: In this example, the PLAYER's 26 matches up with the HOUSE's two 26s,
yet this still pays out to only 26 because only amounts in the PLAYER's matrix 
can win GT. If the PLAYER matrix had two 26s and the HOUSE had one, the 
player would win GT for both 26s and any other multipliers they gain 
individually. In cases such as these where a matching number occurs more
than once in the HOUSE matrix and once in the PLAYER matrix, the scoring 
will apply to whichever of the two HOUSE values yields the most GT.
The highest possible single-value payout, then, would be 10,000 GT for matching values of 200 that are in both Row 5 and Column 5 of the two 5x5 matrices, so it's a game of higher risk = higher reward.
Words is a game of just that, words. The player bets any amount that he/she can guess a mystery word (between 3 and 10 letters, player's choice), chosen by the dealer (no proper nouns except Pokemon species names, English language only, no slang, be realistic, etc.). After choosing a word, the dealer RNGs for "guesses" (letters) to help the player out, the same amount as there are letters in the mystery word. This is done by setting the RNG to select 3-10 numbers between 1 and 26 and matching them up with their corresponding roman letters (A=1, Z=26; repeats should be re-RNG'd so there can be 3-10 unique letters chosen). The dealer then posts the mystery word in dashes, filled in with whichever RNG'd letters fit into the word. The dealer also posts the RNG'd letters that DO NOT appear in the word for the player. The player then makes his/her guess and the dealer responds with the result. Payout is 2:1. For example:
Code:
EX:
Player bets 10T on a 7-letter word.

How it goes:
1. Dealer chooses "SPECIAL."
2. Dealer sets the RNG to generate 7
numbers between 1 and 26, formatted in 7 columns and gets 20=T, 24=X, 25=Y, 6=F,
25=Y, 14=N, and 16=P.
3. Dealer re-RNG's one number between 1 and 26, formatted in 1 column, due to
the repeat of 25=Y and gets 19=S.
4. Dealer presents player with the word in dashes, filled in with any RNG'd
correct guesses and followed by the incorrect guesses: SP-----; T, X, Y, F, N
5. Player guesses "SPECIAL" and wins 20T OR something like "SPAMMER" and loses.

How it looks:
Player post: I (235T) bet 10T on a seven-letter word.
Dealer post: SP-----; T, X, Y, F, N
Player post: SPECIAL
Dealer post: "CORRECT YOU WIN 20T!!!

PlayerName: 235T + 20 = 255

Dealer: 6T + 2 = 8"

Words can also be played in Dictionary Mode, where players bet and gain multipliers on payouts the more words they guess correctly in a row. For instance, a player bets Y Game Tokens on a round of Dictionary Mode. If the player gets the first word right, he/she may take the standard 2:1 payout or move on to another word, risking all current winnings for the chance to increase the payout multiplier by 1. If the player moves on and gets the second word correct, his/her payout becomes 3:1 on the initial bet, and so on.
The Pokemon Races are the Game Corner's most spectacular and complex events, as they allow trainers to get their Pokemon in on all the gambling action! A single Pokemon Race should take about a week to complete (registering competitors: 1-2 days, taking bets: 2 days, completing the RNGing necessary to perform the race and putting the data into prose: 2-3 days, doling out winnings: 1-2 days), so each one will get its own thread. Any dealer can initiate a Pokemon Race at any time and earn 200 GT OR 2 TC for completing it.

The event is a RNG-based race amongst 4-10 Pokemon to the finish line. Trainers can register their Pokemon to race against other trainers' Pokemon for a chance to win a (undetermined) percentage of lost bets based on the top finishers. After the racers have been established and posted, anyone can cast bets on who will win or place, with various payouts as follows:
  • Correct 1st Place bet - (#of competitors):1
  • Incorrect 1st Place bet, but Poke finishes in the top 3 - Bet amount / 2 (only applicable to races of 6 or more)
  • Correct 1st, 2nd, and 3rd Place bet - (#of competitors)^2:1
The dealer who posted the race thread is responsible for registering racers, taking/organizing player bets, and calculating the outcome of the race and committing it to engaging, impressive prose to present to the community.

How it works:
Now, the RNGing to determine the course of the race is somewhat complex. Before any numbers are generated, the dealer in charge of the race should create a table that will act as the entire racetrack and track the progress of the competitors throughout the race. Competitors advance through levels to the finish line by having their lane number drawn by the RNG, so line the numbers 0 through 9 on the Y-axis and the numbers 1 through x (x=# of competitors) on the X-axis. You should also note the RNG range (1-x) somewhere near the table for reference, as well as a place to list the numbers you will RNG in order. It should look like this:
Code:
Ex: Race with 5 competitors

Place:
     |9  -  -  -  -  -
     |8  -  -  -  -  -
     |7  -  -  -  -  -
     |6  -  -  -  -  -
     |5  -  -  -  -  -
     |4  -  -  -  -  -
     |3  -  -  -  -  -
     |2  -  -  -  -  -
     |1  -  -  -  -  -
      0  1  2  3  4  5

RNG range: 1-5
RNG:
Now you're ready to RNG the race. The process here is such:
  1. RNG a number. The number you generate corresponds to the lane of the same number and whichever Pokemon racer is in that lane. This Pokemon advances one position along the Y-axis, in this case from 0-1. You will mark this advance on the chart:
    Code:
    Place:
         |9  -  -  -  -  -
         |8  -  -  -  -  -
         |7  -  -  -  -  -
         |6  -  -  -  -  -
         |5  -  -  -  -  -
         |4  -  -  -  -  -
         |3  -  -  -  -  -
         |2  -  -  -  -  -
         |1  -  -  +  -  -
          0  1  2  3  4  5
    
    RNG range: 1-5
    RNG: 3
  2. Continue to do this until all competitors advance beyond the 9th position to determine placing. Every so often, some sort of obstacle or interference will come onto the racetrack and disrupt one of the racers, knocking them back a step. This occurs in the data when every racer reaches a certain stage on the Y-axis. Here is an example:
    Code:
    Place:
         |9  -  -  -  -  -
         |8  -  -  -  -  -
         |7  -  -  -  -  -
         |6  -  -  -  -  -
         |5  -  -  -  -  -
         |4  -  -  -  -  -
         |3  -  +  -  +  -
         |2  +  +  +  +  -
       [B]2[/B] |1  +  +  +  +  +
          0  1  2  3  4  5
    
    RNG range: 1-5
    RNG: 3, 4, 2, 4, 2, 2, 2, 4, 3, 1, 1, 5, [B]2*[/B],
    When the RNG rolled 5, every competitor had made it to the 1st level on the Y-axis. This called for a special RNG roll to determine which competitor would be knocked back by the obstacle/interference. In this case, it was competitor 2, who was at level 4 but got knocked down. These events are noted by a (*) in the RNG list and the number of the Pokemon getting knocked back next to the level number on the Y-axis.
  3. Taking detailed notations like this will help keep the data straight. Your prose will be more engaging and impressive if you can go back to the data and be able to tell who pulled ahead when, who caught up quickly, who got interfered with, etc. and will create a more cohesive story. You may also find it easier to write as you go so you don't have to parse through the data unnecessarily. In any case, here's the example of the data for a finished race:
    Code:
    Place:   5  1  2  3  4
         |9  -  +  +  +  +
       1 |8  +  +  +  +  +
       5 |7  +  +  +  +  +
       1 |6  +  +  +  +  +
       3 |5  +  +  +  +  +
       4 |4  +  +  +  +  +
       4 |3  +  +  +  +  +
       3 |2  +  +  +  +  +
       2 |1  +  +  +  +  +
          0  1  2  3  4  5
    
    RNG range: 1-5
    RNG: 3, 4, 2, 4, 2, 2, 2, 4, 3, 1, 1, 5, 2*, 5, 3*, 4, 2, 1, 2, 4, 5, 4, 3, 4,
    3, 4*, 2, 3, 1, 4, 2, 5, 4*, 1, 5, 3, 3*, 2, 5, 2, 3, 5, 5, 2: 1st place, 3, 1,
    4, 3, 1*, 4, 3, 3, 1, 1, 5*, 3, 4, 3: 2nd place, 4: 3rd place, 5, 1, 1*, 1, 5,
    5: 4th place
    I also noted in the RNG list when a number "crossed the finish line" and disregarded that number's rolls afterward. Seeing competitor 3 and competitor 4 competing so closely for 2nd place should factor into prose considerations.

The next step is to turn the data into a cohesive prose story of "the race." This is the part the dealer will post in the race thread (it may be fun to edit in the prose little by little to keep people guessing and to keep the tension up) after all bets are taken and the RNG is run. I know real life races aren't as mundane as advancing forward spaces, so translate the effect to movement. Maybe advancing a level could be a second wind after a lull or a big spike in RNG for a particular number could come from some positive interference in the race, it's really up to the creativity of the dealer hosting the event.

*Note: I am trying to come up with a way to incorporate some kind of EXP or something that could yield rewards for Pokemon that participate and/or place in multiple races. Perhaps EXP that, when reaches a certain level, gives the Poke MC or DC. If someone who is knowledgable in statistics would care to help, there should be a way to turn EXP into advantages in future races, such as extra RNG rolls that count towards their advancement. This would have the benefit of changing the odds against or for certain competitors and would make the event more immersive in terms of betting (there could be racers with 30:1 odds racing against others with 8:1 odds. It could get pretty realistic if a good system was worked out). Thoughts on this would be appreciated.
Any regular card game can be played with the RNG and a patient and well-organized dealer. Just set the RNG to generate 1 number between 1 and 52 and cross-reference with some sort of consistent table:
Code:
1=Ace of Hearts  14=Ace of Spades  27=Ace of Diamonds  40=Ace of Clubs
2=2H             15=2S             28=2D               41=2C
3=3H             16=3S             29=3D               42=3C
4=4H             17=4S             30=4D               43=4C
5=5H             18=5S             31=5D               44=5C
6=6H             19=6S             32=6D               45=6C
7=7H             20=7S             33=7D               46=7C
8=8H             21=8S             34=8D               47=8C
9=9H             22=9S             35=9D               48=9C
10=10H           23=10S            36=10D              49=10C
11=JH            24=JS             37=JD               50=JC
12=QH            25=QS             38=QD               51=QC
13=KH            26=KS             39=KD               52=KC
There's an advantage here for the house in that, thanks to RNG, player's can't count cards. A game like Blackjack could be played somewhat effortlessly:
Code:
PlayerName (255T): Bet 10T

DEALER (*Dealer RNGs 33=7D for the player, then 13=KH for the dealer (face
down), then 16=3S for the player, and 47=8C for the dealer (face up)):  Your
cards are 7D/3S. Dealer is showing a 8C.

PlayerName: Hit me!

DEALER (*Dealer RNGs 43=4C): You drew a 4C. Your cards are 7D/3S/4C.

PlayerName: Hit me!

DEALER (*Dealer RNGs 6=6H): You drew a 6H. Your cards are 7D/3S/4C/6H.

PlayerName: I'll stay.

DEALER: Player has 7D/3S/4D/6H = 20. Dealer reveals face-down KH. Dealer has
8C/KH = 18. PlayerName wins!

PlayerName: 255T + 10 = 265

Dealer: 8T + 2 = 10
Again, these games will be played completely in the social group or over irc if the people involved agree and the dealer of the game posts the results in his/her respective thread. Dealers can even open threads advertising things like Texas Hold 'em done completely on irc and simply post the results afterwards. Or, in games that require a lot of turn-based play, players can simply continuously edit single posts instead of going on and on for multiple pages just to get one hand done. Again, this is up to the dealers, who should explain the rules of every game and how RNG works for the particular game in each OP.
I would personally like to see this implemented, that anyone can come to the Game Corner and place a bet one way or the other (or any which way) on any high-profile ASB battle that occurs in the forum. Betting would take place between the "challenge accepted" post and the sending out of the challenger's first Pokemon. Game Corner staff choose the odds. Alternatively, any challenge acceptor in the Battle Tower can simply state amongst the other rules whether or not betting will be allowed for that particular matchup:
Originally Posted by Fat Challenge Accepted
All abilities
No items
5 chills / 2 recovers
Switch=KO
Betting=Allowed
This could potentially get a lot of people pumped up and emotionally involved in matches that aren't their own, as they can suddenly have something on the line.

I can see from a mile away that cheating could occur from this: gamblers trying to coach players to give them an advantage, crooked refs cooking the numbers for an influential gambler, etc. I would like to curb this activity by stating in big, bold letters somewhere visible that anyone caught cheating in any of the Game Corner's events will be banned from ALL of CAP ASB for life. I obviously don't have the authority to go this far, but I think it would be a better deterrent for cheaters than "banned from the GC." I think such a threat would make cheating not worth it.
So there are plenty of games available. I'm sure if this thing got up and running there would be more as dealers start thinking things up on their own.

In the corner of the Game Corner is the Prize Corner, where players can trade in GT they've won or bought for rare and incredible prizes. Preliminary list:
  • TMs: TM10-Hidden Power, TM13-Ice Beam, TM14-Blizzard, TM25-Thunderbolt, TM26-Thunder, TM29-Psychic, TM32-Double Team, TM35-Flamethrower, TM38-Fire Blast, TM68-Giga Impact, and TM90-Substitute. These are some of the common TMs available from the various in-game Game Corners, so why not offer them here? The way I see the TMs working is as multi-use (e.g. 3-infinity uses) alternatives to using MC for a particular move, which I’m sure trainers would find appealing. Obviously, the higher-damage TMs like Blizzard and Thunder will cost more GT than Ice Beam and Thunderbolt (maybe 2,000T for Blizzard and 1,500T for Ice Beam?).
  • Items: Once items are more fully expounded upon here I’d like players to be able to win cool items. The Prize Corner could start off with some small things like berries or single-use items (Air Balloon) for 4-500T for the time being.
  • Pokemon: My favorite thing about the Celadon Game Corner in Red was the stupid 9,999-coin Porygon that seemed so unattainable and made me want it so intensely. I want to offer rare, if not, one-of-a-kind Pokemon at the Game Corner for similarly exorbitant prices. Something like an Eevee that comes pre-packed with Flare Blitz, so one lucky enough trainer can be the proud owner of a Flare Blitz Flareon. The price could be anywhere from 6,000 to 9,999T for Pokemon prizes. Outright buying enough GT to get to 9,999 would take 100 TC, making the rarity value of something like a Flare Blitz Eevee 100 TC, compared to 2 for standard Eevee. A goal like this should keep people coming back to the Game Corner time and time again to get it.

That's sort of a tight summary of how the Game Corner would work. Full details, of course, will come with approval and an OP. Thoughts?
 
M0279.jpg

Legend Tower

Concept: A high-tech battle simulator that simulates battles with legendary Pokemon.*

Overview: Instead of using their own Pokemon, battlers will use simulated legendary Pokemon. These Pokemon will have their entire movepools, all abilities (including DW) and a serious nature. (no effects) The simulator is capable of simulating any environment and weather condition, so any arena can be used. Battlers will sign up in a thread similar to the Battle Tower. All trainers will get 4 TC for participating. And no, they don't get to keep the legendary Pokemon they use.*

So, what do you think?
 
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