Here’s an idea: Pokemon Mystery Dungeon World
The PMD video game has pretty much always been a let down, which is a shame because the prospect of being a charizard and burning down your enemies is an awesome idea.
The Dungeon World mechanics are nothing if not flexible and built for creative play, and I think it would be a good fit. Of course, some changes would have to be made:
My idea for the added mechanics would be (besides homebrewing new classes) to replace racial moves with 1-3 racial tags. Racial tags would work like the strengths for a ranger’s animal companion, and would require the DM’s approval. Then the DM would assign the same number racial disadvantages.
Examples of racial tags are:
Claws that deal class damage
A small fire on the end of your tail
Vines that can manipulate things at close range
Examples of racial disadvantages are:
A weak spot
Poor vision/hearing
Requiring contact with water often
Thoughts, comments, concerns, hopes, dreams?
A fine idea! I’d suggest looking over Apocalypse World too, might as well hack from the source, as it were.
Also, perhaps make a world of monsters but not force it to fit the Pokemon world exactly. As in the monsters aren’t pokemon, or the game takes place without any human involvement.
I’d let the players pick their own weaknesses, weaknesses are as part of a character as their strengths. If I make a fire rabbit and the GM gives me poor hearing it wouldn’t sit well with me.
That said, rather than tags, they sound like they should be simple Moves the players make, with or without some guidelines. Like:
I can __ because I have __.
On a 10+, you do it.
On a 7-9, you do it, but their is a cost (energy ammo) or consequence (enemy gets an attack in).
On a 6-, your weakness is triggered, along with a cost or consequence.
Thank you for your input, Tony Ferron!
Hows it coming along Jon Stewart?
I tested the system with a few buds, they really liked your idea of “Because _ I can _“.
But then the classes they played actually got in the way of customization, since they weren’t as flexible as the abilities they ended up revolving around.
My solution was to simplify classes into small bundles of 1-3 moves that you put XP towards unlocking.
It seems to work, the players like keeping their options open while specializing in whatever play style suits them.
Thanks for the help, Tony Ferron!
Jon Stewart Good to hear you’re already playing it, it can really quicken the design. Keep it up!