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View Full Version : [M&M] Pokemon, Before the (Red/blue/Green) War.



Toy Killer
2012-06-19, 07:34 PM
There is a fan theory that a war took place before the game of Pokemon Green/Red/Blue. (http://creepypasta.wikia.com/wiki/Pokemon_War_Theory)

I'm Running a game promoting that theory and laying out what exactly happened.

The players (I have roughly 5 at the moment) will be rolling young drafted soldiers for this war, issued their standard Pokemon and be deployed. From there they are going to move up and out in the war, possibly marked MIA and helping forge the continuity.

Most of my players are avid Tropers and I have no question that they will make colorful characters, and considering that this is a game of our childhood, I'm sure that most (if not all) will be able to link themselves to the future continuity.

Largely, I want this to be a bit of a sand box game, but I'm planning on putting a vague plot together and hoping to keep my players down a smooth path. This is where I largely need help.

I've never played a wartime game before, and Felt that going around defeating gym trainers would get dull stupid fast. I would also like to incorporate some general concepts from the game (not so much the show, nor manga), like suggesting that the military had noted a single human could help 6 Pokemon develop in strength faster then they would in the wild, creating a symbiosis that generated into the Trainer/Pokemon status of today. (I.E. nothing is stopping a trainer from having, say, 30 Pokemon, but they will get neglected and severely hinder their training process)

I'm using the Mutants and Masterminds system because of it wide array of capacity in modeling out things smoothly. I've modeled a Pokemon game before for my little brother and his friends, and they had a blast. I'm sure if I keep it simple and to the point it will be just as rewarding.

GAMEPLAY CONCEPT. (http://www.atomicthinktank.com/viewtopic.php?p=382004#p382004)

This is my initial post on The Atomic think tank, a good while back. it covers most of the details involved with stating out the pokemon.

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As for the setting, I was thinking about the Kanto Region being at war with another country entirely, not yet explored in the Pokemon games. I'm going to do my best to only have the initial 150 Pokemon available, with a few notable entries elsewhere. The over-all plot though, I'm lost.

I think, after a few games, the players will be asked to form an elite group, blasting off at the speed of light, that specializes in spec-ops style missions, which will eventually form into team rocket.

The players will receive Hero Points (in addition to other means) by setting up Continuity successfully. For Example: One player decides he's going to take the flaw of having a loved one back home, and this is his wife. He discusses it with me and wants her to be bearing his child. This offers a good deal of RP opportunities with his character, so I don't mind (like a side quest of getting a letter back home to his wife, or a pressing need to come home after the war). she sends him a letter saying it's will be a boy, and seeing as how he is from Pewter city, he writes back to name the Boy Brock, after his father. Proceed with Hero Point.

I want developing Mewtwo be a side story developing behind their eyes, maybe a mission to go retrieve a Ditto, and mentioning of developing a secret weapon Pokemon.

Anyone with experience with enemy trenches style games, lemme know how they work out and what I should avoid/strive for would be much appreciated.

Thanks in advance!

Toy Killer
2012-06-21, 05:47 PM
after some more working and reworking, I decided that the premise of the war is that Hoenn, the setting for Pokemon Ruby and Sapphire, has taken to arms and is trying to declare freedom. This is bad, as Hoenn is the major sea port for those outside of the Pokemon nation.

So each region apart from Hoenn is attempting to keep them from being able to sustain their own country. Hoenn has a natural advantage over the other regions, as they maintain water superiority.

so I'm thinking about setting up 6 stages to reclaim Hoenn in the name of the Pokemon Nation, each need to be successful to prohibit Hoenn from separating. if the Players fail their mission, they will be given extra opportunities to reclaim the advantage. If they fail to many missions, the Hoenn will invade Kanto, and the other regions will reclaim Hoenn in the player's place, while they attempt to force the Hoenn separatists out of Kanto.

The individual phases are as such:

* Ease of access to Hoenn- Hoenn is an island and has many natural hazards preventing a standard fleet from simply dropping off men. as far as this world is concerned, flight is rarely achieved by any means shy of Pokemon, and capturing, training and raising large amounts of flying Pokemon are considered too risky for a proper spearhead. The most effective means of reaching Hoenn will be by capturing ports.

* Capturing/Neutralizing their technological developments- Being the Crossroads to the Pokemon Nation, Hoenn has many outside technologies to their disposal that had been reversed engineered and improved upon. These developments are, traditionally, returned to the other regions. Things like the Pokecenter and even the idea of a gym, were 'imported' from other nations. With outside funding and industry to their aid, they are able to develop new weaponry and devices for the war effort faster then the Pokemon Nation.

* Break the Supply route- Military staple, if they can't feed, clothe or supply their men, their men are useless. no matter how long a Pokemon is in the pokeball, they will need to eat eventually.

* Turn the people against the movement- Propaganda and forming impromptu militia. If the people they're trying to liberate are against them, they lose the advantage of home turf.

* Capture the Capital- This is a late stage maneuver, as the proper outlets must be in place to have any effectiveness. The moral loss alone is enough to turn tides, but the breaking line is the loss of the effective leadership they've had since the beginning. Almost a cornerstone to a successful coupe, but not nearly as necessary as...

* 'Neutralizing' the forces of Hoenn- after taking the city of Mossdeep, this is a matter of clean up, hunting down Rogue military leaders and imprisoning them for the high crime of treason.


So, this way, I can have them initially drafted into the forces of the Pokemon Nation, participate in the first initial wave (always a problem to do big battle scenes, but hopefully, with M&M and the Mook rules, it'll go by smoothly) and have them cut off from the remaining forces. They will have to fight their way to a radio outpost, and get into touch with Command Central. ComControl will be surprised to hear from them and give them instructions to disable some device that will allow the sacking of [random city in Hoenn]. they will get reintroduced with the army and awarded with a medal for their courage and pivotal role in taking the city.

From there, they will be placed in black uniforms and form an elite team of specialist known as Team Rocket. Their specialty is commandeering elite Pokemon from the forces of Hoenn with specially developed Pokeballs that a Pokemon can't escape from as easily as a standard Pokeball.

Hopefully, I will have more layed out by this point, but I still want it to be 'open' so that a failed mission can further adjust the outcome of the fight. All I know with a prequel game is that Hoenn Has To Lose, in the end.

...

Let's just hope they don't take the Team Rocket thing too seriously and deliberately fail knowing that Hoenn has to go down at the end of the Mission...