Posted: Mon Nov 25, 2019 9:21 pm
We've gotten through most of the rough parts of the game, so hopefully it's (relatively) smooth sailing from here on out. I'm sure that there will be random bullshit the game doesn't need, so point it out along the way!
After learning how to make a character and their Pokemon, the game finally starts to tell us how to actually play the damn thing. Only 220 pages in! So what does the game think I need to know first?
Well, you always round down, even if the decimal is .5 or higher. Percentages add together, they don't multiply (uh oh, percentages...), and "specific rules trump more general ones". Good old exception-based design. I guess the issues with that are more with specific implementations rather than the idea itself, so I guess we'll see how the game handles this...
There's basic stuff here - tell the GM when you want to take an action, sometimes there are Skill Checks but you shouldn't make them if it's trivial or uninteresting, beat DCs, yadda yadda. They mention you should suggest which Skill you're trying to use, just so the GM and you are on the same page. There's Opposed Checks, which work like you'd expect, and then we have cooperative actions. There are Team Skill Checks - the GM sets a DC as normal, then multiplies it by how many people the expect to be necessary for the task - but there's an explicit example that a Gyarados with Power 13 should count their roll twice when helping the team make an Athletics check to hold back a boulder. There's also Assisted Skill Checks, where a DC is set and if someone is helping them, they can add half their Rank to the roll, so up to a +3... and your helper MUST be a Novice or higher in that skill to help out. Notably, it doesn't mention how many people can assist with a check. The exact wording is "There is one primary actor in the task, and someone else may assist them in minor ways", and it never mentions multiple people helping out here. Is this an oversight, or something intentional so the whole party doesn't Assist their way past every skill check? Given how Skill Ranks work, I'm not entirely sure how this is supposed to go.
There's also a few paragraphs on margins of success. In general, beating something by 4 or 5 should get you something extra, if only a cooler description, but if you narrowly fail a task, you might succeed... at a cost. Personally, I don't like succeeding at a cost unless I explicitly choose to succeed instead of fail, but that's just me.
There are 4 kinds of Actions you can take: Standard, Shift, Swift, and Extended. It took me a while to call it a Shift Action instead of a Move Action... do we really need most of our actions starting with S? Especially when two of them are a single letter apart? I digress. The first 3 work as you already probably know, and Extended Actions are simply ones that can't be taken in combat, but how long it actually takes is up to the GM... meh. It can take anywhere from a couple of minutes (12 rounds) to 30 minutes, depending on what you're doing. Time is... rather fluid here.
Speaking of fluidity, here is where Scenes get defined. And they are "defined by the narrative." Yeesh. They say to think of a scene from TV or a movie, where if you cut away, have a time skip, or everyone leaves after something dramatic happens, it should be a new scene. Battles are typically a Scene, but Scenes can totally contain several battles. In my opinion, they definitely should. What are our examples for a Scene? "when the party splits up to do shopping in town or visits a Pokémon Center, when wrapping up a wild Pokémon battle and speeding through some mundane travel time, when finishing up an investigation of a crime scene and leaving for another location, and when entering a new city after a journey through the wilds." If I must be honest, I didn't have too much trouble figuring out how this works when I picked the game up, but still carries the issues that this kind of time management usually has. I dunno, it gets the job done for me just fine, and I can't recall my group ever arguing over about whether or not something was a new Scene - some questions occasionally, sure, but never arguments.
For some reason, Extended Skill Checks come here. Odd bit of organization. These are tasks that have a DC set as usual, then it's multiplied by 2-5 based on how long and complex the task is. The examples are a 2 would represent harvesting a plant, while a 5 would be disassembling a superweapon. Next, the GM decides the Time Interval for the check - how long it takes to make a check in the task. This can rangefrom a few minutes per check to once per day, or even longer. The last thing the GM decides is whether it's possible to hit a "wall" in your progress - they have to reach the Extended DC within a number of Skill Checks equal to half the Rank in the skill they're making checks with. Fail to meet the DC in time and you eat shit and realize it's just totally beyond your current understanding. I would appreciate it if the book had some details on when you could come back to try again, but it doesn't. I don't really use this aspect of Extended Checks, but I do use them every single game as an ongoing way to give my players power for free. I've talked about it in another thread, so I won't blab about it here.
Basic Capabilities are the biggest way to know how to take non-combat actions, outside of just MTPing it. These are: Power, Throwing Range, Jump Distance, and Movement Capabilities. After that, you have Special Capabilities, which are the cool things all those Pokemon earlier had. Power has a nice little chart of how much you can carry:

Being within your Heavy Lifting range means you take a -2 CS penalty to Speed, and -2 Evasion and Accuracy. If you're over your Staggering limit, then you can only move 1 meter per Shift and can't take any Standard Actions - the previous penalties are doubled, too, and you need to pass a DC 4 Athletics check every turn to keep moving. Stuff over your Staggering limit can be dragged at the rate of 1 meter per round. This is... fine, but am I the only one who thinks maybe Pokemon should be stronger than this? For some reason, only Trainers have throwing ranges, which is Athletics Rank + 4. Presumably Pokemon capable of throwing shit would be similar, but this section is literally 2 sentences.
You already know how Long and High Jumps work, so we'll go over the different Movement capabilities. First is Overland, which is how much ground you can normally cover. You can Sprint to increase this number by a meager 50% (nobody can actually run fast in this game... at all). Burrow lets you dig a hole as big as you while you move, but you have to spend a Standard Action to stay underground, because they don't want you to stay down there very long. Sky determines how much you can move in the air. Swim is for swimming. Levitate is for floating around, and you can't float any higher than half your Levitate Capability - so if it's 6, you can't float higher than 3 meters off the ground. The last one is Teleporter - yes, some people can teleport as a move action in this game. You need line of sight, have to end the teleport while touching a surface (no double jumping), unless you have a Sky or Levitate speed.
There's a page on how Pokemon work, though it seems mildly redundant to me. Players are only supposed to have direct control over their Pokemon in battle - otherwise the GM should roleplay them. Pokemon should generally listen to their trainers, but all the Pokemon-specific mechanics were in the last chapter, and the combat mechanics are in the next, so... yeah. Go look there. This whole section can be summarized in a single sentence: "Pokémon Amie is adorable, but it can’t beat the depth of character development you can express in a roleplaying game."

This last section are just player tips: RP-wise, you should only focus on 1-2 Pokemon at a time - this refers to screentime and plot development, specifically; you should still have a full party. Since this isn't the video game, you're generally free to use whatever your favorite Pokemon actually is... or to try out something you've never particularly liked before. You can surprise yourself just by catching random shit and bonding with it. Players should actually tell the GM what the fuck they're trying to do when they declare actions, rather than making the GM guess your intent. "Be ready to accept losses" is a good one, but... not one I've actually used much in practice. Maybe I'm too soft. The final tip, and the most important one of all: Talk to your GM. This system doesn't take a stance on really anything, be it Pokemon behavior or even what genre the game should be, and coming in with assumptions from the video games is a recipe for a bad time. Even if your GM's running something straight from the games, there are still questions that must be answered before the game even starts, or you might have stupid shit like trainers going around challenging literally everyone they see, or actually trying to catch 'em all... and nobody actually wants to deal with that in a cooperative roleplaying game.
Overall... I want more from this chapter. Outside of Capabilities and Skill Checks, there are few ways to actually interact with the world around you, which I think is a failing. Sure, the GM can always make something up, but I don't find that satisfying from a game design perspective. This would be a good place to have environmental rules or object HP or SOMETHING beyond "you can move around and make skill checks". I don't think there's any actual bad information in this chapter, it just doesn't go far enough for my tastes. This could be a really meaty chapter, and it's only 7 pages! It doesn't even use those 7 pages very well! Alas.
Next time: Chapter 7: Combat
Chapter 6: Playing the Game

IS THERE ANYBODY BEHIND YOU? THIS CAN'T BE LEGAL! WHY AREN'T YOU FLYING OVER TRAFFIC?

IS THERE ANYBODY BEHIND YOU? THIS CAN'T BE LEGAL! WHY AREN'T YOU FLYING OVER TRAFFIC?
After learning how to make a character and their Pokemon, the game finally starts to tell us how to actually play the damn thing. Only 220 pages in! So what does the game think I need to know first?
Well, you always round down, even if the decimal is .5 or higher. Percentages add together, they don't multiply (uh oh, percentages...), and "specific rules trump more general ones". Good old exception-based design. I guess the issues with that are more with specific implementations rather than the idea itself, so I guess we'll see how the game handles this...
There's basic stuff here - tell the GM when you want to take an action, sometimes there are Skill Checks but you shouldn't make them if it's trivial or uninteresting, beat DCs, yadda yadda. They mention you should suggest which Skill you're trying to use, just so the GM and you are on the same page. There's Opposed Checks, which work like you'd expect, and then we have cooperative actions. There are Team Skill Checks - the GM sets a DC as normal, then multiplies it by how many people the expect to be necessary for the task - but there's an explicit example that a Gyarados with Power 13 should count their roll twice when helping the team make an Athletics check to hold back a boulder. There's also Assisted Skill Checks, where a DC is set and if someone is helping them, they can add half their Rank to the roll, so up to a +3... and your helper MUST be a Novice or higher in that skill to help out. Notably, it doesn't mention how many people can assist with a check. The exact wording is "There is one primary actor in the task, and someone else may assist them in minor ways", and it never mentions multiple people helping out here. Is this an oversight, or something intentional so the whole party doesn't Assist their way past every skill check? Given how Skill Ranks work, I'm not entirely sure how this is supposed to go.
There's also a few paragraphs on margins of success. In general, beating something by 4 or 5 should get you something extra, if only a cooler description, but if you narrowly fail a task, you might succeed... at a cost. Personally, I don't like succeeding at a cost unless I explicitly choose to succeed instead of fail, but that's just me.
There are 4 kinds of Actions you can take: Standard, Shift, Swift, and Extended. It took me a while to call it a Shift Action instead of a Move Action... do we really need most of our actions starting with S? Especially when two of them are a single letter apart? I digress. The first 3 work as you already probably know, and Extended Actions are simply ones that can't be taken in combat, but how long it actually takes is up to the GM... meh. It can take anywhere from a couple of minutes (12 rounds) to 30 minutes, depending on what you're doing. Time is... rather fluid here.
Speaking of fluidity, here is where Scenes get defined. And they are "defined by the narrative." Yeesh. They say to think of a scene from TV or a movie, where if you cut away, have a time skip, or everyone leaves after something dramatic happens, it should be a new scene. Battles are typically a Scene, but Scenes can totally contain several battles. In my opinion, they definitely should. What are our examples for a Scene? "when the party splits up to do shopping in town or visits a Pokémon Center, when wrapping up a wild Pokémon battle and speeding through some mundane travel time, when finishing up an investigation of a crime scene and leaving for another location, and when entering a new city after a journey through the wilds." If I must be honest, I didn't have too much trouble figuring out how this works when I picked the game up, but still carries the issues that this kind of time management usually has. I dunno, it gets the job done for me just fine, and I can't recall my group ever arguing over about whether or not something was a new Scene - some questions occasionally, sure, but never arguments.
For some reason, Extended Skill Checks come here. Odd bit of organization. These are tasks that have a DC set as usual, then it's multiplied by 2-5 based on how long and complex the task is. The examples are a 2 would represent harvesting a plant, while a 5 would be disassembling a superweapon. Next, the GM decides the Time Interval for the check - how long it takes to make a check in the task. This can rangefrom a few minutes per check to once per day, or even longer. The last thing the GM decides is whether it's possible to hit a "wall" in your progress - they have to reach the Extended DC within a number of Skill Checks equal to half the Rank in the skill they're making checks with. Fail to meet the DC in time and you eat shit and realize it's just totally beyond your current understanding. I would appreciate it if the book had some details on when you could come back to try again, but it doesn't. I don't really use this aspect of Extended Checks, but I do use them every single game as an ongoing way to give my players power for free. I've talked about it in another thread, so I won't blab about it here.
Basic Capabilities are the biggest way to know how to take non-combat actions, outside of just MTPing it. These are: Power, Throwing Range, Jump Distance, and Movement Capabilities. After that, you have Special Capabilities, which are the cool things all those Pokemon earlier had. Power has a nice little chart of how much you can carry:

Being within your Heavy Lifting range means you take a -2 CS penalty to Speed, and -2 Evasion and Accuracy. If you're over your Staggering limit, then you can only move 1 meter per Shift and can't take any Standard Actions - the previous penalties are doubled, too, and you need to pass a DC 4 Athletics check every turn to keep moving. Stuff over your Staggering limit can be dragged at the rate of 1 meter per round. This is... fine, but am I the only one who thinks maybe Pokemon should be stronger than this? For some reason, only Trainers have throwing ranges, which is Athletics Rank + 4. Presumably Pokemon capable of throwing shit would be similar, but this section is literally 2 sentences.
You already know how Long and High Jumps work, so we'll go over the different Movement capabilities. First is Overland, which is how much ground you can normally cover. You can Sprint to increase this number by a meager 50% (nobody can actually run fast in this game... at all). Burrow lets you dig a hole as big as you while you move, but you have to spend a Standard Action to stay underground, because they don't want you to stay down there very long. Sky determines how much you can move in the air. Swim is for swimming. Levitate is for floating around, and you can't float any higher than half your Levitate Capability - so if it's 6, you can't float higher than 3 meters off the ground. The last one is Teleporter - yes, some people can teleport as a move action in this game. You need line of sight, have to end the teleport while touching a surface (no double jumping), unless you have a Sky or Levitate speed.
There's a page on how Pokemon work, though it seems mildly redundant to me. Players are only supposed to have direct control over their Pokemon in battle - otherwise the GM should roleplay them. Pokemon should generally listen to their trainers, but all the Pokemon-specific mechanics were in the last chapter, and the combat mechanics are in the next, so... yeah. Go look there. This whole section can be summarized in a single sentence: "Pokémon Amie is adorable, but it can’t beat the depth of character development you can express in a roleplaying game."

This last section are just player tips: RP-wise, you should only focus on 1-2 Pokemon at a time - this refers to screentime and plot development, specifically; you should still have a full party. Since this isn't the video game, you're generally free to use whatever your favorite Pokemon actually is... or to try out something you've never particularly liked before. You can surprise yourself just by catching random shit and bonding with it. Players should actually tell the GM what the fuck they're trying to do when they declare actions, rather than making the GM guess your intent. "Be ready to accept losses" is a good one, but... not one I've actually used much in practice. Maybe I'm too soft. The final tip, and the most important one of all: Talk to your GM. This system doesn't take a stance on really anything, be it Pokemon behavior or even what genre the game should be, and coming in with assumptions from the video games is a recipe for a bad time. Even if your GM's running something straight from the games, there are still questions that must be answered before the game even starts, or you might have stupid shit like trainers going around challenging literally everyone they see, or actually trying to catch 'em all... and nobody actually wants to deal with that in a cooperative roleplaying game.
Overall... I want more from this chapter. Outside of Capabilities and Skill Checks, there are few ways to actually interact with the world around you, which I think is a failing. Sure, the GM can always make something up, but I don't find that satisfying from a game design perspective. This would be a good place to have environmental rules or object HP or SOMETHING beyond "you can move around and make skill checks". I don't think there's any actual bad information in this chapter, it just doesn't go far enough for my tastes. This could be a really meaty chapter, and it's only 7 pages! It doesn't even use those 7 pages very well! Alas.
Next time: Chapter 7: Combat














