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50 Followers!
Thank you all for following this blog! Its surprising we have 50 followers, especially since this isn’t the blog of a hot nerd girl (I’d say it was but my bluff skill is far too low). Your feedback is always appreciated and your questions and submissions are highly anticipated. Now to go level up and distribute my skill point (Hint:Tomorrow this blog might start being ran by a hot nerd girl).
Thanks again, everybody!
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Apologies for no session update last week
We had a week off due to an overwhelming schedule on my part but will resume this Wednesday in full force, with plenty of combat and (I suspect) celebratory shenanigans… if they succeed.
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Pokémon D&D
I was talking to a player who had several questions, and he asked at one point how much DMing I had done. When I mentioned I had done other games besides D&D he was a bit confused until I told him that Pen and Paper RPGs are an entire genre of gaming. He then asked if there were either Star Wars or Pokémon. I know there are several version of Star Wars as any true nerd should (Trekkies be damned) but beyond home brew I don’t believe there is a real Pokémon Pen and Paper game. I thought about it a bit and decided I would ask how my players felt about a 1 off session of Pokémon D&D. I actually got flying yeses from not only my player but from another person who refused to play D&D with us.
So I began thinking of how I would set it up. With traditional Pokémon combat its 1 vs. 1 with both trainers and Pokémon. In a group setting, especially so large I think it would move too slowly. I then go the idea to have an “all out battle” mode. Here the trainer would throw out all of his Pokémon at once, and the players would each take the roll of one of them, and the opponent would do the same. This could allow players to each have a turn in a round of combat, which fits the D&D combat system nicely.
DandDwiki.com has some nice homebrew Pokémon monsters which I think can nicely be turned into playable classes. As for type advantage I think that if something is “super effective” you will receive a +1d6 damage bonus and if it is “not very effective” you will receive a -1d6 roll, up to a minimum of 1 point damage. After a player levels a few times it can be boosted up to 2d6 additional damage and so on as well as gain new abilities.
As for role playing the group as a whole will decide how the trainer acts. This might get a bit sticky but the only way to find out is to try it. Hopefully there will be more to come soon. Any suggestions are welcome, I’m pretty much making this up as I go.