Until we can get the proper comm up and running to put all of our notes/ideas there.
Please note that this is a compilation of several discussions with several people.
Name
We need one. 'nuff said. |D
Premise
This is part of what is still being worked on. In essentials, there is some sort of problem in the world at large, or some impending disaster that must be fixed or averted, respectively. For some reason yet to be determined, the powers that be decided to bring in people from all sorts of different worlds and universes, through methods unknown. The game itself would be mostly plot-driven, with the end goal in mind of the characters eventually completing their objective and being sent home.
(Suggestion: Items scattered among the different worlds by a tbd individual, meant to find those most suited to saving the world, and that item would be imbued with a "test". The test isn't aimed at finding heros or villains or anything, generally all characters that are able to be applied for will be seen as "having what is needed", somehow or another, whether by actually being a driving force in the rescue operation, motivating other characters, giving supplementary aid, or even just the potential to do any of these things - whether or not they actually do them, etc.)
-- Addendum: Jirachi is the one responsible for bringing the people to the Pokemon world. The wisher and why they wished for this is currently TBD, but it's gonna be something epic to justify the energy involved. 8|a
Game Mechanics
- Arrival
At least one Guild - at this point we seem to be thinking two is a better option - would be provided to help new players and characters integrate themselves into the game environment, orient themselves, and build CR. Eventually, they would be able to branch off into their own teams and/or graduate. The two main options for guilds at this point is one focused on exploration/treasure hunting and rescue work/hunting criminals (possibility of separating the two at some point), and one aimed at more unscrupulous characters (i.e. some kind of thieves' guild).
There is also the option to refuse membership, if characters so desire. Other options at that point might be to open one's own shop or work at NPC shops (Kangeskhan Storage, Kecleon Shop, etc.). Also this would be a mechanic that later might allow characters with castmates who have already formed teams to bypass Guild time and learn directly from castmates.
(question: What are the requirements of graduation? Should graduating be a requirement to having your own team? If not, would teams that graduate have special privileges those that don't graduate would not? Is it possible for someone to graduate without being part of a team? If so, would this afford them any special privileges?)
Addendum: In-Guild missions will be given a point system based on difficulty. Players can do several easy missions or fewer, more challenging missions until they graduate. Upon graduation, there are certain missions available only to Guild graduates.
If your character is able to go it alone, more power to them, but missions and their assigned difficulty will be weighted with teams in mind. Loners who gain a reputation though could potentially earn more opportunities to collaborate with teams or work as mercenaries?
- Jobs
At this point it's still very conceptual, but I'm thinking something similar to the way Gargleblasted/Mostly Harmless's system works. A.k.a. jobs listings are posted, and sign ups are made via comments, at which point players can reply to which jobs they wish to take. There should be some sort of system that allows different groups to collaborate on jobs - we don't want players to become isolated in their teams after they're formed.
Possibilities: Possible eventual way of having different groups submit their own jobs for other teams to complete? Do we want just the basic job types that were created in PMD (particularly Explorers of the Sky, since it had the most variety in job types), or do we want to expand on those with additional possibilities? What about potential eventual long-term jobs that might take several days or weeks (i.e. helping to set up a whole new community)?
Problems: How do we determine who in a team accepts a job? Limit on number of jobs acceptable at one time? In missions that require escorts, do we need to provide NPCs or should those just be handwaved? How much of missions should be RPed out and how much should be handwaved (I personally believe at least some missions should be)?
World
At this point, we're figuring out the main locations and key elements, groups and characteristics of the world itself, as well as places characters will be most likely to visit. No real map at this point in time.
The idea is that more and more portions of the world itself will be revealed as the plot progresses. Sort of like in the game itself - as the game progresses, new locations are revealed, after which point they become generally accessible.
We need to start out with at least one main town/hub, and a few dungeons for missions to be completed in.
Possibilities: Player-created locations?
-- Addendum: The player-created locations are generally being positively received, but should have just enough hurdles that a player can't drop a new location whenever they feel like it. My suggestion is a form that they have to fill out and submit to the mods to get the location created, with the following information: Name, Description, Number of Floors, Wild Pokemon to be Found, Any other special characteristics (midway save point, Kangeskhan Rock at entrance, etc.). If the location being created is not a dungeon, an alternate form will be given. The sections don't need to be too in-depth, just enough that if another player wishes to take their character there, they have enough information to function. Only one issue with this: How will we figure out how to place all these dungeons in relation to each other? We will probably need some sort of map eventually.
Misc
Canon powers - Generally speaking, powers should - in theory - be exchanged for Pokemon who have or will get similar enough ones. For abilities that have no equivalent, one that the player feels is closest should be chosen, or the power will be nerfed. However, we are willing to allow certain canon abilities to be kept in exchange for some sort of loss - at this point the main one being discussed is evolution. Generally, canon powers will only be kept if absolutely no equivalent move is found in the Pokemon world, and even then will be handled on a case-by-case basis.
Time Scale - Generally time isn't the most consistent in PMD as is (being able to go to a dungeon halfway across the map and back in a day. Right.), but I, personally feel that a 1 day IC for 1 day OOC might be a little bit fast-paced.
-- Addendum: Right now we're thinking of going 1 IC day for 1 OOC week. After a month, we will ask the players in a poll how they feel about the pace, with the alternative options of 1:3 or 1:5 days (IC:OOC)
Application - What kind of things should be on it? It's been suggested that justifying the choice of what Pokemon your character turns into is part of the app, and also that legendaries and evolved forms be off limits. But what other things should be included in it? Are there any other Pokemon we want to put on the ban list? How should we keep too many of one particular kind of Pokemon from being apped?
Icons - Seems like a silly thing, but there are going to be people out there who will nitpick about this - should we have people use regular icons for their character and handwave that they are actually a Pokemon? Should we require that they use Pokemon icons for their character? Or should we allow them to choose. I'm personally leaning towards the last one. I can think of reasons we'll get complaints, whatever option we choose, so we might as well do something that lets the players choose what they want to do.
Housing - How will characters be housed? Obviously newbies will house with their Guild, if they have one, but beyond that... perhaps some kind of team housing district?
Collaboration - One of the most problematic complaints I've seen aimed at other games in the past is that they become "clique-ish", and with the entirety of our game split up into small groups, I can easily see that becoming an issue here, if we don't come up with some sort of method of making sure the different teams stay interconnected. I've already suggested collaborating on missions, but are there any other ideas on how to encourage people to thread around outside their teams?
-- Addendum: Some sort of group meetings? Also potential mandatory training in Guild to unlock new leadership options for characters? Essentially, the more you try to get involved, the better off you'll be?
Badges - Team Badges (possibly given as part of arrival, so they aren't required to join a Guild to get one) would function as a universal communicator (translation is no longer necessary, they're all speaking Pokemon and therefore can understand each other). Given the abundance of Pokemon with no eyes or hands, they would mainly be voice-based, with perhaps some video. (potential text option?)
... that's all I can really think about right now. There's probably more out there, I'll add onto when I remember.