Showing posts with label Pokemon. Show all posts
Showing posts with label Pokemon. Show all posts

Thursday, October 2, 2025

Underground Elemental Beastfighting -- The Video Game

(Although that's a really generous term for this...)


I found myself with some time to devote to geek projects on Monday, and while I intended to knock out something worthwhile in progressing People of Adventure (aka POA...my take on 3.75" action figure skirmish gaming), of course I ended up getting distracted by Pokémon.  In this case, it was because I had seen an article where a guy talked about using AI to code a simple video game (even though he had no coding experience), and so I wanted to take a quick look at what that process was like, and the next thing I knew, I'd been on my phone going back and forth with ChatGPT for a few hours trying to make it understand the direction I wanted it to take the game's programming (and to keep it from "deciding" on changes I didn't request at all).

I'm honestly not completely sure how I feel about the use of generative AI in creative pursuits (and my thinking gets even muddier when it comes to its use in the technical realization of human-generated ideas)...BUT I thought it'd be worth mentioning on here how crazy it is that a very averagely-technologically-savvy old dude like me can put together a functional "app" as quickly and easily as I did.  I know it really doesn't look like much, and it's just a simple HTML document, but man does this get my brain bouncing around among possible future projects to start and never finish.  Maybe I should work on this piece by piece and turn it into the fully realized version of Underground Elemental Beastfighting...?  Maybe I should use AI to finally get Ring Doctors into a completely playable form...?  Or maybe I should try to keep my focus on just one project at a time...but attempt to harness this newly tapped resource into improving it...?

Yeah...I dunno.

But...I'd be delighted if you wanted to take a moment to check out the direction I'm going with UEB.  You can click here if you'd like to see its humble opening scene.  You'll be asked to choose an element for your Beast...


...then given a randomly generated monster (with d20-ish stats) and the option to send them into the Beastfighting pits to find glory, misery, death, or some combination of the three.


There's not much more to the story at this point, but I can't really exaggerate how amazed I am that this thing works at all.  And now that I have a skeleton to build from, who knows...maybe it'll actually lead to me learning a thing or two about coding...?

Whoa whoa whoa...guess I don't want to get ahead of myself.

Anyway...if you have any ideas on this, please send 'em my way!

Tuesday, July 1, 2025

My third season of competition in Pokémon Trading Card Game Pocket

(Hopefully, that title is unambiguous enough that no one will be tricked into clicking into this post without knowing exactly what they're getting into...)

This post is about my third season of competition in Pokémon Trading Card Game Pocket (once more for emphasis), the mobile simplification of the IRL TCG that's been hugely popular since it came out last October.  I previously wrote about my journeys through the first two competitive seasons:  For the season designated A2b, my summary is here, and the season A3 recap can be found here.  As long as I'm trying to climb the ladder, I'm going to post about it here on Monstrous Matters for the few who might stumble upon it and take some interest.  There is definitely a chance that this will be the last entry for a little while; after hitting the Master Ball rank a third time, I now have enough emblems to fill in all three slots we're allotted to show off on our account...

Charizard's replacement with another Master Ball logo will definitely prove my dedication to the game!

...and honestly, it probably wouldn't be bad for me to force myself to just not worry about being "successful" in this quest for a little while.  As I've hinted at previously, I'm not really sure why I'm so driven to get to that that top level (especially since it isn't really the top level, as that would be those who place highly enough to earn numerical rankings)...and it probably occupies more of my mental space than it should when I'm in the midst of the grind.  BUT...the new season (that started last Friday, after the new set dropped on Thursday) has already tempted me to get in a handful of games.  A generous handful of games.  It's my worst start yet, so the smart move at this point would be to let it rest this month.  I guess that means I'm probably in it for the long haul...

SO...season A3a!  Going into last month's matches, it didn't seem as clear where the biggest forces shaping the new format would come from.  There weren't any individual cards that were going to so obviously boost or burden popular strategies as the two high-impact entries from the last set (all individual card images are from Game8).


The focus of season A3a's new set ("Extradimensional Crisis") is the group of Pokémon known Ultra Beasts.  These visitors from beyond our concepts of time and space are actually kind of cool; I've always thought they had some Lovecraftian implications surrounding their appearance.  And for some reason, I've always dug the appearance of the Ultra Beast known as Buzzwole...


Sure enough, a couple of strategies focused on the synergy of Ultra Beasts and their related cards were probably the biggest additions to the metagame.  Darkness decks based on poison and Guzzlord as a finisher saw some success, and Grass decks running Buzzwole ex were pretty much at the top of the meta at one point.  And they all made use of Celesteela to cheat on the cost of moving Pokémon into and out of the active spot every turn.

As with the first two seasons, I jumped around with the decks I played, giving up way too soon on some that were generally strong but happened to hand me some bad luck for a few games straight.  And as with both of the earlier seasons, somewhere around the time it looked like I was doomed to endlessly spin my wheels on the treadmill of the ranked ladder (yes, I do realize that just one of those...spinning wheels or a treadmill...would do the trick...), I somehow "locked in" with a specific deck and was able to hit Master Ball.


The key for me was finally embracing the hard-hitting Stage 1 Pokémon Silvally, especially in combination with the even harder-hitting Stage 2 dinosaur Rampardos...


To make sure I'm in "full disclosure" mode here: I did not have a good record for the season overall (166-174-4).  But looking back over the portions of the run that I kept track of...which may have included all of the games I played pairing Silvally with a Fossil Pokémon...the results were pretty solid for those pairings (58.5% win rate with Aerodactyl and 66.0% with Rampardos).  I probably would have been smart to stick it out a little longer through some of the runs of bad luck I had with them (Rampardos especially) so that I didn't have to "rediscover" the deck in order to hit my goal.

But, I mean...there's always next season.  For good or ill, it's always around the corner...

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And now, of course, it's time to give RPG stats to a 'mon based on its TCG card.  Silvally and its pre-evolution Type: Null (yeah that's its name) are honestly pretty cool creations.  I don't know a ton about their lore, but as synthetic creatures designed with the express goal of battling the Ultra Beasts, they seem to be used as vehicles to explore some potentially interesting themes like trust and free will.  At some point I'll have to take a little time to learn more about them and their crazy Frankensteinian anatomy.  For now, I'll just whip up a simple take on Type: Null...

Type: Null
HD 2 (8 HP), AC 12
Type: Colorless
Weakness: Fighting

Attack: Quick Blow +4 (1d6 damage)

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Friday, May 30, 2025

This month's post about compensating for lifelong underachievement by fighting with elemental creatures on digital cards

Last month, I shared a summary of my efforts to prove my worth in the first season of ranked competition for the Pokémon Trading Card Game Pocket mobile game.  I think I'll make this a monthly habit for as long as the game occupies a significant portion of my free brainwaves.  It's still a fun diversion, very much worth the minimal investment of free...and probably worth more than that, although I enjoy the added challenge of being "free to play" (F2P, as they say).  I also don't have a ton of pocket money to throw at Pocket Monsters at the moment, so it suits my budget well!

To recap: In the first season of ranked play, I managed to hit the highest category (excluding those who do well enough for a numerical ranking), that of Master Ball, with a deck using Weezing, Weavile, and Darkrai.  It performed pretty well against the ubiquitous and overwhelmingly hated deck known as Darktina (running Darkrai + Giratina), and I was happy to reach "the top" with something other than the format's bogeyman.  My win rate was a whopping 50.1%.  I was at peace with my skill level.  Now, I just needed to repeat this effort in May.

In Pokémon TCG Pocket, ranked seasons start the day after the release of a new set, and the metagame was sure to be shaken up for the new month of play.  Two cards in particular were set to scramble the established order of deck power: Rare Candy and Oricorio (Pom-Pom Style; images from Game8)...

Without getting too far into the weeds of trying to explain why these cards would change things so dramatically (to the extent that I'm even capable of doing so), I'll just summarize the main phenomenon each one was expected to bring about:

    1. Rare Candy would allow decks running Stage 2 Pokémon to operate faster, thus keeping pace with decks that run only Basic Pokémon.

    2. Oricorio would hinder decks that relied only upon what are known as ex Pokémon (which are more powerful but punish their player more when knocked out).

Darktina...the reviled monster of the April meta...runs only Basics and relies on ex 'mons, so it wasn't expected to have the same power in the new environment.  As anticipated, it was much rarer to come across an opponent playing Darktina on the ranked ladder than it was by the end of the previous season, when it literally seemed like a majority of players were wielding that hated beast.

I tried all kinds of decks this month.  I'm gonna guess...oh, somewhere between 10 and 20 different deck archetypes saw play under my handle.  I started out okay (and luckily only dropped down a couple of levels from my finishing position last season)...but bit by bit, I got worse and worse.  After 100 games, I had a 52% win rate, clearly not stellar but better than I fared in April.  Before too long, I found myself at 120-145-1 (45.1%) and without much confidence that I would improve.

So...I embraced the beast.  I decided to play Darktina.  Here's the deck that I would eventually settle on (you can see by its name that I wasn't exactly proud of the choice):


And I'll be damned if I didn't go on a 40-20 run to hit Master Ball.  After floundering around for 266 games with a losing record, it just took me 60 games to hit my goal.  I don't know how my skill increased so much, so quickly... ;)

This exercise convinced me that Darktina was still the best deck in the format...and I'm not sure it was really all that close.  (I expressed this on Reddit, and...wouldn't you know...it wasn't met with resounding agreement.  It's pretty interesting how attached players can get to their favorite decks...!)  It still fared well against decks running Rare Candy because those decks depend upon having the right combination of cards to "go off."  If they hesitate, Darktina is ready to pounce.  And it fared surprisingly well against the little yellow birdie by chipping away damage with Darkrai and carefully employing trainer cards that force one's opponent to switch out their active Pokémon.  I think I probably won some games I could easily have lost if my opponents had just decided to not play other 'mons to the board, forcing me to deal with an Oricorio that I couldn't damage through attacks.

Another brand new season started today, and I think I'm gonna have to go for the hat trick and shoot for Master Ball a third time.  One day, it'll actually be enough, and I will have proven to myself that I have what it takes to be mediocre and persistent enough to regularly earn the little Master Ball icon.  One day.

Now, if you've taken the time to look through this post...even to just skim it...I really appreciate it!  And I have a question: What about this type of post would make it more interesting and worthwhile to you?  Normally, I don't really worry about this very much, because I just enjoy posting my nerd thoughts, and I know that there's a set of folks who are likely to read them because they share some interests with me.  However...this isn't the sort of subject matter that generates much interest among those who frequent RPG blogs, so if I can do something to make it better fit the blog's very loose "theme" (which I already stretch regularly with Geeky SKAturdays), I should maybe give it a shot...!

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With that said, I shall now turn this into a more normal Monstrous Matters post by statting out a monster.  Specifically, I'm taking a look at Darkrai, since it's appeared in both of my final ladder decks so far...

From Game8

Darkrai is honestly a pretty cool 'mon.  It's considered Mythical but may or may not actually be a unique being.  And it causes nightmares.  It might even feed on dreams, which is a trope I'm pretty sure I've encountered before, but it still seems badass.  And to add a sympathetic angle, it seems that the nightmare generation might actually just be a defense tactic rather than something done to intentionally bring pain to others.  (If you're interested, you can read more about Darkrai at Bulbapedia...!)

Darkrai
HD 4 (14 HP), AC 12
Type: Darkness
Weakness: Grass

AbilityNightmare Aura - All creatures near Darkrai (including other active Elemental Beasts) must make a WIS save each round or take 1d6-1 damage.

AttackDark Prism +4 (2d6+2 darkness damage)

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Monday, April 21, 2025

These Cards Are Demonic: A quick little game of diabolical summoning

My recent obsession with the new Pokémon TCG Pocket app has me thinking about trading card games a lot, and obviously the Pokémon game in particular.  Something that has interested me at times is the idea of taking an existing TCG and using cards for it to create and play an entirely different (yet functional) game.

Somehow, all of these thoughts swirled around in my head recently to convince me that the project I'm presenting here is a game that I needed to offer to the world.  It's inspired by this alternative-game concept and follows along with the the trope of kids at school with a handful of Pokémon cards but no real idea of how to play the game (this was definitely a thing, and I assume it still is), who just want to have an easy way for their monsters to battle each other.

And obviously, I couldn't call it "Pokémon," so it gained its theme from the once-prevalent and undoubtedly persistent belief that Pokémon cards were and are a way for children to channel demonic powers and summon the denizens of Hell.

So, here is v0.2666 of the rules for These Cards Are Demonic, a quick little game that can be played with just a few cards per player:


You can't see its face in this picture, but it's really cute.

I'd love it if anyone among my friends and readers (which are pretty much the same) had a chance to look over these rules and share their thoughts with me!  I'm interested in hearing from folks both familiar and unfamiliar with the card game (and the franchise in general).  For some reason, I'd really like to spread the word on this one.  Something is compelling me...

Thursday, April 17, 2025

Affirmation of the Week: I do not have to succeed at this mobile game in order to prove myself to anyone

Eh...except myself, maybe.

So...I quickly became a big fan of the Pokémon Trading Card Game Pocket mobile game that came out last fall.  As I've mentioned before on this blog, the Pokémon TCG is what really turned me into a gamer in the first place (despite my advanced age).  From there I discovered MTG, then D&D, then other RPGs, including the OSR community.  I write more about gaming than anything else on here, but if I had never discovered the Pokémon TCG (thanks to the kids I worked with at an after-school arts program), this blog would probably be primarily about comics, or music, or biopunk, or...I dunno, dogs or something.


The Pocket version is a great distillation of the physical card game into a quick and casual competition that works very well on a phone.  A few aspects of the game have been tweaked for simplicity (the elimination of Energy cards probably being the most impactful), but it's largely the IRL game, shrunk down.  Games are fast (around 5 minutes on average), and most of them feel like a little self-contained puzzle to be solved.  The app also keeps free packs flowing to you, so even without spending a dime, you get the constant "thrill" of opening up boosters, searching for rare cards and variants.  In case you can't tell, I dig Pokémon Trading Card Game Pocket quite a bit, and it has definitely taken its place as the next in a line of mobile games that have been my go-to downtime entertainment.

And then, on March 28, ranked play debuted, and PTCGP become a much more serious matter.  In the months leading up to start of the ranked ladder, there was really no in-game measure of your success other than a running log of how many games you've won.  And that's cool, and it fits the overall casual feel of the app, but I had really been longing for something like this to give some weight to the games, like I used to have when playing Hearthstone and Auto Chess and Chess Rush.  Plus...and this is a side effect of the new mode that has played out somewhat like I anticipated...I wanted a reason for players to quit disconnecting as soon as they felt like they were going to lose a game (leaving me to wait for the fairly extended timer to count down before I could move on, unless I just conceded), which actually happens way more than I would have thought in unranked play.


Of course I wanted to see how I fared on the ranked ladder.  The point system is set up where you technically don't even need a winning record to advance, especially at lower levels where you earn bonuses for win streaks.  It became pretty clear once I got into the weeds of it, though...especially as I read others' takes on the math involved in the climb...that reaching Master Ball (the top rank, not counting placing in the upper echelon of those who reach Master Ball) would be a grind.  This wasn't unexpected...but it was really going to be a grind...hundreds of games even if you perform pretty well, and hundreds upon hundreds if you happen to be a solidly average TCG player like me (borne out by decades of experience in competitive formats).

Now, keep in mind...I really don't have especially onerous responsibilities in life.  I don't have kids, for example...ones with fewer than four legs, at least.  BUT...I do have fairly normal adult responsibilities, along with that persistent little daemon in the back of my mind telling me that I'm too old and ostensibly responsible to spend this much time trying to earn a little digital emblem that doesn't even necessarily mean I played the game with a winning record.  It'll definitely make you question if the time spent is worth the reward, especially when you know the reward doesn't even indicate that you're actually good at the task involved.  (Honestly, it's sort of a microcosm of getting a PhD...)

In the wee hours of this past Saturday, however, I got that final win necessary to put those all-important letters (MB) after my name on official documents.  I reached the mountaintop...or, at least, the plateau where you can rest while the real go-getters are up there aiming for the peak.  I probably used around 15 different decks in total to get there, including (but not limited to...and if you don't play the game, this is just going to seem like a bunch of gibberish): Gyarados/Manaphy (with Dewgong because I don't have an Origin Form Palkia...played this one pretty significantly, actually); Gyarados/Greninja/Druddigon; Rampardos/Hitmonlee; Rampardos/Lucario/Sudowoodo (both Ramp decks got played a fair amount); at least two different versions of Circle Circuit Pikachu; Arceus/Exeggutor; Arceus/Skarmony; Pachirisu/Zebstrika; Giratina/Darkrai (the bogeyman of the format, so my deck is named "Sellout"); Giratina/Mewtwo; Giratina/Greninja/Druddigon; and one or more decks using Wigglytuff, since the Jigglypuff line is my favorite group of 'mons.


Wigglytuff was actually kind of crucial, as a Wiggly/Weezing/Darkrai deck helped me rebound from a slump that sent me crashing down out of the Ultra Ball rank.  I basically replaced Wigglytuff with Weavile to end up using the following deck (with tiny tweaks here and there) for a majority of the rest of my grind.  I know it isn't the best, but I was able to play it A LOT without getting tired of it.


I'm pretty happy that I had Weezing in there, as it isn't a common 'mon in competitive decks these days, although I'll fully admit that the deck may be stronger overall with something else in those slots.  As mentioned above, though, I was fine playing this deck for a lot of games.

How many games, exactly?

Well, since most of the people who will read this are friends that I don't expect to judge me for it, I'll give the real answer...

674.  I went 338-333-3.  At somewhere around five minutes a game (thankfully, often less than that in ranked mode, as players are ready to move on to the next game in the grind as quickly as possible)...well, I'm good enough at multiplicaton to know that I don't want to think about that math at all.  Perhaps it's good enough to give the total amount of time as: pretty much every minute that could be spared from real life, and some that probably shouldn't have been, for the 15+ days I was caught up in the grind.  My overall winning percentage as calculated by the game (so ties count the same as losses) was 50.1%.  And if you take away the "gimme" wins when you're matched up against bots at the early levels, I may not have even had a winning record.  But y'know what?  I'll take it!

(And then...just so the world could have a little extra fun with me, I guess, I accidentally clicked back into a ranked game -- intending to just rest on my current points and not risk falling out of the Master Ball rank -- with a silly Golduck/Wigglytuff deck that was not exactly prepared for competitive play.  So I did drop back out, thankfully winning my way back in with a two-win streak -- after losing my first "serious attempt" to recoup the lost points.  So...you can add an extra four games to that total because I'm kind of an idiot.)

So where does this all leave me?  Well, I intended to just care about it this one time, to prove to myself that I was capable and get the emblem for the first ranked season, and then go back to the casual enjoyment of the game that most players had been experiencing since it launched.  But...apparently, having hit Master Ball, I may start next season already just a few ranks away from hitting it again (although still where most of the grind is found).  And in playing casual games now, I do have to admit that I kind of miss having something riding on the outcome of my games.  I'm honestly not a very competitive person in general...but I think I might be drawn back in...

And so, I'm telling myself this over and over: I do not have to succeed at this mobile game in order to prove myself to anyone.  But man, is this game good at what it's designed to do.  It hasn't managed to get any cash from me (yet), so I guess it's failed at its primary function (although it has raked in oodles of money from players around the world)...but as far as making me feel like there's always time for one more game, it's about as good as it gets.  You might even say The Very Best.

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Alright, time to tie this all in with the stuff I normally like to post here on Monstrous Matters.  I also happened to recently catch a Koffing in Pokémon GO, so to celebrate my little TCG achievement, I evolved Louise into a Weezing and decided I'd stat her out for OSR games, as I've done at times in the past.  First of all, here she is with Tulip:


And here's the PTCGP card she'll be based on:


For this as a final result...

Weezing
HD 3 (11 HP), AC 11
Type: Darkness
Weakness: Fighting

Ability: Gas Leak - All creatures near Weezing (including other active Elemental Beasts) must save vs. poison (CON) each round or become poisoned by its noxious gas.  Until healed, the poisoned creature takes 1 damage at the end of every round.

Attack: Tackle +5 (1d6 darkness damage)

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Monday, January 20, 2025

A work-in-progress Elemental Color Wheel

I spend a fair amount of time...a lot more than anyone probably should, to be honest...thinking about elemental philosophies in games, beliefs, and esoteric pursuits.  I am certainly no expert (far from it!), but I think my history as a tabletop gamer has naturally led to this as a sort of obsession.  After all, I was pulled into gaming by the Pokémon TCG, have become a hopeless lifetime devotee of Magic: The Gathering (even during stretches where I don't get to play it at all), and lately have put a lot of thought into traveling around in a fantasy cosmology.

Plus, I'm a functional scientist myself.  It kind of feels like I'm meant to ponder such things.  In fact, the appeal of working out a sensible and symmetrical elemental system in my mind is probably similar to the drive a lot of physicists have in their search for a theory of everything.  If I were smart enough to fully comprehend both general relativity and quantum mechanics, I might spend my showers trying to merge them in my brain.  But I'm not, so that shower time is spent thinking about how MTG's colors interact with Pokémon's types.  And the result, so far, is this work in progress...

I'm thinking this is a broad overview of the Inner Planes, the sources of elements and energy that give rise to the physical world.  There are still Outer Planes of various philosophical persuasions that are filtered through these elements to create our experience of the universe.  On the wheel so far, you'll find the colors of MTG, some Pokémon types (video games and card game may be represented separately, since they do differ in a way that reduces the number of types for the TCG), most of the Duel Masters civilizations, a couple of World of Warcraft classes (using their Hearthstone icons), and one stray aspect from the Star Wars: Unlimited TCG.  The Ravnican guilds whose color combinations fit the wheel are also represented, in part because I think it's cool how the Boros logo echos Pokémon's Fighting symbol, and how Dimir and Psychic share an eye in their icons (plus the colors kind of work!).

Also, I stole that color wheel in the middle from here; let me know if it seems like gratuitous theft, please.  I do think I like the hexagonal RGB+CMY skeleton for the wheel!

Okay, enough blabbing.  If you have thoughts, criticisms, or suggestions, please throw 'em my way!

Look, Dad, all those philosophy classes are paying off!


Thursday, November 14, 2024

Brainstorming on monster training

In revisiting Pokémon Concierge...and thinking more about monsters in this "Monstrous6" set of rules I've somehow managed to not get distracted away from (despite that being my ADHDGMO*)...I've realized how little rules space has ever been devoted to mediating the interactions between player characters and monsters in pretty much any tabletop RPG I've ever played.

I guess the earliest application of this idea would be the monster Reaction Table introduced in 1974's original Dungeons & Dragons and carried through at least the full run of "old school" D&D rules.  Keith Hann, over at the blog Simulacrum: Exploring OSR Design, put together a nice overview of its changes through the editions.  The classic D&D approach is pretty...broad, I guess.  There's a lot for the DM to process and rule on.

In more modern editions of D&D (3rd forward), are there even official Reaction Tables to be used?  Seems to me that the closest analogue would probably be the use of a skill like Animal Handling (or, depending upon the monster, maybe Insight or Persuasion).  Even with these, it isn't clear how difficult to set a check.  Maybe there are just too many factors to take into account...the specific circumstances, the creature's intelligence, its history of interaction with PC-type beings, the intentions of the PCs, etc.  It might just not be worth it trying to nail down a precise procedure for "handling" a monster when that could have so many different looks.

Personally, I like what we see in West End Games' Star Wars Miniatures Battles: the Orneriness Code (which I have started to implement as Handling Difficulty).  I'm pretty sure I'll continue on this path.  I just have to figure out some pretty basic questions around it.  Like...who do I give this score to?  Is it just beings that lack intelligence of a human scale and variety?  What about something as smart (in a human way) as a chimpanzee, for whom the terms handling and training could even be interpreted as a bit insulting?  Surely Pokémon should get one (that's part of what prompted this post)...but the meaning of "handling" seems very different for a Mewtwo compared to, say, a Growlithe.


Images from Bulbapedia

I guess I need to do some thinking on this.  I don't doubt that there's going to be a great deal of DM fiat involved, and that's okay.  I dunno, is there something I'm missing here that needs to be taken into account?  Have I somehow, in my years of roleplaying, managed to avoid something crucial to inform my approach with this?

At any rate, here's Psyduck's evolved form, Golduck...who must be just a little more difficult to handle than its younger self, since as we all know, most Pokémon get tougher and angrier as they evolve...

Golduck


Also from Bulbapedia

5' 7" (1.7 m), 168.9 lbs (76.6 kg), Scale: --

Handling Difficulty (wild): 9

20 HP, 11 Defense
Movement: Swims at 3x walking speed
Type: Mind, Water
Weakness: Electric, Mind

Strength 2
Dexterity 3
Knowledge 1
Presence 3

Skills: Swim +6, Psychic Powers +3, Toughness +2

Attack: Headache (mental attack, 1D6 Mind damage; when hit, the target must make a Presence save or lose their next action) or 2x Claws (1D6 Slashing damage)


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* The G is for gamer.  You probably already know what ADHD and MO stand for.  It only seemed appropriate to initialize the whole thing...

Monday, November 11, 2024

Still worth a very big smile: Pokémon Concierge

On the subject of positivity:  Pokémon Concierge is still amazing.  This past Wednesday, Laura and I both wanted to watch something that would give us a quick boost of serotonin, dopamine, or some other happy little neurotransmitter...BUT we don't always agree on what sort of show fits that mold.  (I tend to go for cheap/cheesy/nostalgic SF or fantasy, while Laura gravitates toward...I guess it'd be fair to say semi-classic but fairly standard American television, often involving adults playing teenagers and that, in her words, "turns her brain off."  Think One Tree Hill and Dawson's Creek...)

But then she hit on the answer...and, as stated above, Pokémon Concierge is still amazing.  Hitting Netflix last December, this show is pretty much the streaming embodiment of the word delightful.  The stop-motion animation is just beautiful, and the story is so sweet it'll almost make you forget that it's a franchise based upon combat between intelligent creatures who live in servitude.  In fact, if there's anything negative someone could find with Pokémon Concierge, it's probably that: I'm sure it's just too damn adorable for some tastes.

Here's the trailer, in case you haven't been introduced to this masterpiece...


Yep.  Delightful.

(It's also really short.  I would love for 2025 to bring us a second season.)

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Now...for the violent part!  Here's a Psyduck (as one is a hero of the series) to be thrown into the Underground Elemental Beastfighting pits...

Psyduck

Image from here

2' 7", 43 lbs (Scale: --)

Handling Difficulty (wild): 8

10 HP, 11 Defense (small size)
Types: Mind, Water
Weakness: Electric, Mind

Strength 1
Dexterity 2
Knowledge 1
Presence 3

Skills: Psychic Powers +2, Toughness +1 (it has to endure that headache all the time...)

Attack: Headache (mental attack, 1D6-1 Mind damage; when hit, the target must make a Presence save or lose their next action)

Monday, January 22, 2024

(Pocket) Monstrous Monday: Scyther

I've had a soft spot for Scyther since pretty early in my journey with Pokémon.  I'm sure this was partly influenced by how universally valuable its card from the Jungle expansion used to be (seriously, it could go in every deck)...but I also like mantises...and Scyther are just cool looking.  And they're like ninjas!  What's not to like?

I also recently had a Scyther buddy named Slash in Pokémon GO.  He's a Scizor now, but we had some good times while he was growing up.

I hope he avoids the beastfighting pits, but if he ends up there, his fighting will probably play out something like this...

Slash at work with me
Scyther

(4'11, 123 lbs., DEX +2)

HD 2d8, AC 14
Actions:  Swords Dance (Slash attack deals double damage next round); Slash +2 (1d6 slashing damage)

Weakness: Fire
Resistance: Fighting

Monday, January 15, 2024

(Pocket) Monstrous Monday: Jigglypuff

While Pokémon has come up a fair amount on this blog, I think I've somehow managed to not even mention the one that I keep coming back to as my favorite (although I guess I do have a lot of "favorites"...some of which I've talked about previously).

This favorite is...

.

.

.

.

...Jigglypuff!

This amazing crocheted 'Puff was a gift from my talented friend Judy!

(And Wigglytuff.  And Igglybuff.  And I guess Scream Tail too.  The whole Jigglypuff line and lineage, really.)

So, obviously, that means I want to put one in a pit for brutal combat vs. other 'mons.  (It's just the way of the world, right?)  And it would probably look something like this...

Jigglypuff

(1'8", 12 lbs., CHA +2)

HD 2d6 (6 HP), AC 13
Actions:  Lullaby (all within earshot must make a Wisdom save or fall asleep); Pound +4 (1d4 bludgeoning damage)
Weakness:  Fighting


A final note: If you are in the United States and have the day off, I hope you enjoy, and either way, I hope we'll all take at least a moment today to be inspired by the dedication, courage, service, and sacrifice of Martin Luther King Jr.  (Kinda felt like I need to at least acknowledge what day it is if I'm going to take the opportunity to put up a silly game post...)

Monday, January 8, 2024

(Pocket) Monstrous Monday: Psyduck (and Pokémon Concierge)

As 2024 rolls on...another element of Monstrous Matters that I'd love to revisit (maybe pretty often) is Underground Elemental Beastfighting - a sort of grim/gritty take on Pokémon rooted in the facts that (1) I love the franchise, and (2) there are some genuinely questionable ethical standards at the heart of it.  (Y'know, the forced combat and all.  Although please feel free to let me know if you're of the belief that Pokémon always love to fight...it is certainly a point of great philosophical debate...)

As luck and fate would have it, I also want to spread the word about the newest Pokémon show, Netflix's Pokémon Concierge.  I love this show.  The stop-motion animation is beautiful.  The story is touching and non-combat-related.  It is just a delightful experience.  Laura and I have already watched it more than once, and she's not really even a Pokémon fan.

Now, however, she is definitely a Psyduck fan.  While a number of monsters get screentime in Pokémon Concierge, there's a certain worried duck Pokémon that is undoubtedly the monstrous star of the show.

Image from HERE

So...here he is for the beastfighting pits..."converted," with a method similar to the one(s) I've used before, from an old TCG card (but with a fair amount of winging it - no pun intended - thrown in)...

Psyduck
(2'7", 43 lbs., CON +2)
HD 1d6+2 (5 HP), AC 13
Actions:  Headache +3 (Psychic attack; if hit, an Elemental Beast-trainer can't act for 1 round); Fury Swipes +3 (1d3 slashing damage)
Weakness:  Electric


(And seriously, you should watch Pokémon Concierge.  I think the whole season is less than an hour and a half.  I definitely wish there was more of it...)

Sunday, January 30, 2022

2021 in Review: Pokémon GO

I'm not sure why consistent blogging is such a difficult thing for me to do.  I mean...it's probably the same reason that consistent anything is difficult for my ADD-inclined mind to keep up with, seeing as how I jump all over the place with my interests on a day-to-day (and sometimes minute-to-minute) basis.  Blogging does seem like it's a great fit for a brain like that, since I can literally write about whatever the hell I want on here and figure that someone with a similar interest may eventually come upon it.

For whatever reason, though, it doesn't quite work that way, and so I once again find myself a few weeks into a new year with a renewed interest in keeping up with this blog, but without the confidence that I'm actually gonna see it through.  While I'm here, though, maybe I can at least talk about some of the biggest deals in gaming, for me, over the course of last year...

First of all, in 2021, I finally dove into Pokémon GO.  It was late in the year, so I guess I was about...oh, 5.5 years later than the rest of the world in discovering how much fun this game is.  I did sign on a few years back and catch a few monsters, but my phone, data plan, and coverage in the rural area I lived in meant it didn't really catch my attention.

Of course, I've made no secret of my love for Pokémon, and so upon downloading the app to my new phone, here in crowded New Jersey...well, dang this is a good game.  There are just so many options to it...whatever your specific interest in Pokémon, you can probably channel it in Pokémon GO.  I'll admit that I enjoy the battling...y'know, the most ethically problematic aspect of the Pokémon franchise...but my biggest goal right now is simply filling out my Kanto Pokédex (especially evolving that Jigglypuff I've been holding onto since 2018).  Other than that, it's the augmented reality aspect of the game that might be the most intriguing.  Pokémon Snap is probably the coolest Pokémon title of them all, and the chance to take that photographic angle into the real world is pretty fun.

For example, here's my Houndour named Zuko, fitting in perfectly with the dogs of the Linneman household:


Here's Matty, my Alolan Ninetales, out enjoying the New Jersey winter with Celery and Tulip (and Laura and me):


I work with a bunch of scientists, and one of them told me that picture is the nerdiest thing she's ever seen.  I take that as quite a compliment.


Speaking of work and nerdy pictures...uh-oh, is that a Flareon getting near the flammables cabinet...??


Of course, you might just have your pics bombed by other monsters, as this Smeargle did:

...or this Squirtle:


Ah, so...my buddy Zuko.  He snagged his 50th Houndour candy earlier this week, so while he looks like this for now...


...he will be evolving into a Houndoom soon.  My buddy won't be a puppy much longer.


How about some gaming content?

I actually think that the setup of Pokémon GO fits perfectly with the theme of Underground Elemental Beastfighting that I've mentioned before on this blog.  Our world...with a hidden layer where people take these magical creatures captive and force them into battle...still seems like it's worth exploring on the tabletop.

Way back when, I had a little system for turning old Pokémon TCG cards into OSR monsters.  I think I'll continue that, although I'm in more of a multiple polyhedral mood now, and I'll make an adjustment or two since I'm looking at more recent cards that have been subject to the card game's power creep (and since some things just require ad hoc translation rules...).  Here are the latest editions of Houndour and Houndoom (I think):


Houndour
1 HD (6 HP), AC 13
Attacks:  Bite +3 (1d4 damage)
Training: Single Strike
Weakness: Grass



Houndoom
3 HD (13 HP), AC 12
Attacks:  Darkness Fang +4 (1d10 damage)
Training: Single Strike
Weakness: Grass
Single Strike Roar: At the beginning of each combat round, you may choose one of your monsters with Single Strike training.  That monster takes 2 damage and gets +1 to all attacks for the rest of this combat.

Saturday, January 16, 2021

Geeky SKAturday: More love for Pokémon, with upbeats

Today's intersection of ska and geekdom comes courtesy of Jer at Ska Tune Network...who has to be one of the most musically talented individuals I've ever paid attention to.  They've done some outstanding work on the channel, but this one is just top-notch.


And in me-related news, quite a while back I picked up a couple of miniature Pokemon figures that looked to be roughly in scale with the HeroClix I've been planning to rebase and play with for forever.  One is one of my all-time favorites, Electabuzz:


It's a little big...the average Electabuzz is 3'07" (1.1 m), so especially considering that Bats is a little on the tall side for the minis I'm collecting...anyway, I'm gonna go with it.

Way back when, I played around a bit on this blog with converting old school Pokemon cards to old school RPG monsters using a quick and dirty formula:

HD = Level/10 (round up)
HP = TCG HP/5
Attack bonus = HD + 2 - [attack cost in energy]
Attack damage becomes damage in d6 (divide by 30 and treat remainders as modifiers)
AC = 14 - Retreat Cost (related to DEX...?)
Resistance halves damage; weakness doubles it.
Specials will hopefully be obvious.

So, this card...

...becomes this monster:

Electabuzz
HD 4 (14 HP), AC 12
Attacks:  Thundershock +5 (d6-2, 3 in 6 chance of causing paralysis for one round), Thunderpunch +4 (d6, 3 in 6 chance of +1 damage, otherwise deals 1 damage to itself)
Weakness:  Fighting

Electabuzz and Batman will hopefully meet on the field of battle before long.  I should probably put Buzz on a washer.

Saturday, May 30, 2020

Geeky SKAturday: Pokémon Liberation Army

I kinda hate that I've gone so long without knowing this band exists.  Described as Poké-conscious skacore/punk rock, the Pokémon Liberation Army is obviously gimmicky, but they're mostly gimmicks I can get behind.  A pop culture-based theme band?  Cool.  Crusading for Pokémon rights?  Awesome.  The quirkiness of third wave ska to accompany the offbeat message?  I can get behind that.

I should also maybe get one of these shirts:


At any rate here's their first EP, TM101:


There's more music at their Bandcamp page.  If you wanna keep breathing, release your Pokémon!

I really dig the melodica, btw.

Wednesday, May 27, 2020

Scrye Magazine

Here's another post where I talk about other random stuff I've done over the years.  You might not care about it.  That's okay.  There's also the chance you might!  Today's topic...

Scrye magazine


The first game-related writing I ever had published was in the old magazine Scrye, a publication dedicated to collectible card games that would go on to cover other genres of collectible games.  (For those too young to remember, a magazine was kind of like a website, but you kept it in your bathroom and didn't need your phone to read it.)

Anyway, I got a foot in the door there with an article on the ultra-obscure card game Calorie Kids but ended up contributing material for a fairly wide variety of titles, including the ones that dominated my gaming time during that era (Magic: The Gathering and Pokémon).  If memory serves, I also wrote articles for the following games:

Harry Potter
Survivor
Cardcaptors
DragonElves

Um...maybe Gundam M.S.War...?  I know I contributed to a slightly different project for it (see below)...

That might be all...I'll add to this if I think of more.  I was definitely willing to play and analyze whatever CCGs came my way!


Scrye's publisher, Krause Publications, also made at least two versions of the Scrye Collectible Card Game Checklist & Price Guide.  While I missed out on contributing to the first edition, for the second, I got to write pieces for SurvivorGundam M.S.War, Cardcaptors, and the long-running Christian CCG Redemption.  I still pull out my copy of this from time to time just to browse through all the interesting games that were made during the first decade of the hobby.  It really is a nice look at the history of the game genre!

While I can't put my hands on most of my Scrye work, I did manage to pick up a back issue (#54, October 2002) for a pretty good price off of eBay a little while back; thanks to the site Scrye Notes, which catalogs covers and tables of contents for the publication, I was pretty sure I had a couple of articles in it.  Turns out there were three of 'em!  For your reading pleasure way to pass the time:

PDF can be found here.


PDF is here.


And...a PDF is here.


I do like that I have a couple of my favorite articles I wrote for the magazine, on the Slowpoke family and Magic's 15-card Highlander format.

Also...a tiny little thing that I find very interesting to look back on...if you do actually read the Slowpoke article, you may notice that I use the word "wrecker" to describe Slowking in Pokémon's Unlimited format.  That is not a word I've always used.  Wanna know where I picked it up?

Well, the 15-card Highlander article was based largely on what I learned about the format from former pro Magic player David Sutcliffe, with whom I interacted some at the Casual Players Alliance.  Here is an archived version of an article he wrote on the format long ago, and more importantly, here is the CPA thread where we discuss it.  In it, David (aka Gizmo) says, "Anything that mills is very strong - Vision Charm is a wrecker" (emphasis mine).

So...thank you, David Sutcliffe, for apparently adding a word to my CCG vocabulary!