
Originally Posted by
The Nonexistent Tazz
I really think we SHOULD separate the main quest from the sidequests, in terms of threads.
However, I really agree with the Operator's ideas on sidequests over yours, Achilles. Like, in every way. My main issue is that GCeA is NOT the URPG (NOR the ASBL): The facility in the UPRG (Which, if memory serves me correctly, is the Safari Zone, which we'd already visit anyways) is made with the URPG's mechanics in mind. Considering how GCeA works, there really isn't any way to mesh those mechanics smoothly enough for it to really work. We can't just throw stuff into GCeA, we have to make it REALLY work for GCeA.
My suggestion is to have the points and items from the main story be continuous into the sidequest, on the catch that you cannot post in the main story until the sidequest is done. You are not with the group at all during this sidequest at all. The fact that one or two people are going alone on a sidequest will amplify the difficulty naturally, even if the amount of Pokemon and Enemies is equivelant to the main games. Having (possibly) more items and points from the main crew is going to be a mercy, and if that's not the case, you can supply a few bonuses as a mercy rule.
As for the quest itself...I would pre-plan SEVERAL plots without any player input (read: They don't get to do anything inconvenient to the plot), in addition to one each with player input. Those without player input could be be partaken with a pair of random trainers, possibly cross-version (Jacob teaming up with Jello, IE, or Dash with Ginji), while those with player input are done alone (the aforementioned Craig-Tracks-an-Absol-through-utterly-miserable-conditions thing, not like that's what I had in mind...). They can be turned down before the start of the quest.
The quests themselves should have more wild Pokemon and rarer wild Pokemon, per post, than the regular thread, and just to make sure nobody misses out, the wild Pokemon will include any wilds available from either thread (though, to prevent overkill, only one or two), as well as the reward. On that note, the reward shouldn't be limited to a Pokemon: Who says a one-use artifact that grants Psychic powers that actually help the trainer isn't an equally good reward? (Yes, I have an idea how to make Psychic Powers of that level actually usable in the game without becoming a story-breaker power, if your curious). Or a set of Evolutionary items? Perhaps something important to the main plot that makes the team's lives much easier? Really, the reward could be far more than a Pokemon.
I admit, you are the GM, but I have to say my opinion on this. :P
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