Dokapon RTDOh no! The kingdom is being overrun by monsters! If this keeps up, the King will go broke!
To this end, he's sent out the call- Adventurers! Whosoever can amass the most money and free the land from evil will gain the hand of his daughter in marriage, and become the next King of Dokapon!
Movement takes place on an overland map divided into individual spaces.
At the end of each turn, players have next turn's movement rolled for them, so they know their options. Players must move exactly the number of spaces rolled, and must move in the same direction throughout the whole move- they cannot, for instance, alternate between two spaces repeatedly. They may, however, freely abuse loops in order to cycle through the same spaces or turn around.
Certain items can affect the number of spaces a player may move. Most notably, Crystals allow you to move exactly the number written on them; Spinners grant you a number of dice for movement equal to the number of the Spinner; and Sore Feet is a debuff, usually applied via spells, that limits player movement to 1 space per turn. It is also possible to become Paralyzed and be unable to move at all.
Most tiles are open fields. Their effect is random.
[6] NPC
[5] Monster
[4] Monster
[3] Monster
[2] Monster
[1] Monster
((Considered dividing this into "Tough Monster," "Weak Monster," "Rage Monster" (anything that inflicts permanent debuffs, ties you down for multiple turns, etc), and so on, but decided against it. Depending on how monsters were designed/distributed, that might make a return; for instance, if there's the same number of monsters per region it might make more sense to decide which one you encounter in the same roll than to roll a second time for specifics.))
On an NPC result, a random NPC will appear the to the player. Some, such as the noble Crab Merchant, are friendly and helpful, selling rare items or aiding you directly. Others, such as the Gamblebear, may be good or bad depending on luck and circumstance, giving or taking money by chance or removing certain afflictions if you have them. And some, such as The Rapist The Ambush Doctor, are nearly completely bad, impoverishing you without warning in exchange for a full heal- assuming you're injured at all.
On a Monster result, the player is faced with a monster to battle. The type depends on the region- most regions have a handful of random monsters that may appear.
Cities appear frequently throughout the map. They are a major goal.
Initially, all cities are controlled by foul monsters, much stronger than normal field monsters. Players are advised to build up strength before challenging one.
On the defeat of a monster, the city in question becomes property of the victorious player.
Owned cities provide several benefits. First of all, any free city may be used by players to rest and recuperate in, for an inn fee. If the player owns the city, staying there is free.
Secondly, cities generate taxes. Visit a city you own to collect your due.
Third, cities add their value to your net wealth, increasing your fortune for the purposes of who is most worthy of the title of King.
Fourth, cities may be upgraded. Upgraded cities generate more revenue, and a sufficiently advanced city begins occasionally producing Items. Items may be picked up by visiting a city you own that has one prepared. Items may be sold for money, eaten for health or other benefits, or gifted to the King to increase your net wealth in his eyes.
Cities belonging to other players may be ransacked by defeating them at the ancient art of Rock Paper Scissors. Success yields their tax money and Item, if they have one. Failure grants you nothing and brands you a criminal, putting a price on your head for a number of turns.
((Roshambo, or Rock Paper Scissors, is the mechanic used to rob people in game; it's also Roche's (random NPC) mechanic for giving or taking some money. Depending on various things, it might make sense to expand this to other options, but I'm afraid too much freedom might turn it into Become A Wanted And Notorious Criminal In All Regions But One RTD. Which I guess wouldn't be terrible, but...))
Shops are fairly rare, and divided into several types. As might be expected, shops buy and sell items, including better gear, spells, consumables, and so on. Each shop's selection is different, so search around!
Shops also sometimes go on sale, granting fabulous bargains to thrifty shoppers.
Like enemy cities, shops may be robbed. Success yields an item from the shop; failure puts a price on your head for a time.
There is one Castle per region. Like a city, Castles allow you to rest (for free if you own it), have a property value, and generate Items. Castle Items are precious gemstones rather than delicious food, however.
A Castle's value is double the highest of any city in its region. This makes a wealthy region advantageous to whoever owns a castle in it.
((I may amend this to something slightly different, like taking all cities into account. This could be unnecessarily complex to calculate, or it could make things more interesting, by forcing players to choose between improving their own cities or trying to impoverish the castle owner in that region. Requires more thought.))
Castles are usually awarded to whoever frees that region of evil, but stranger methods have been known to happen.
((In the game, the Castle was usually awarded to whoever beat the last boss monster in that region. Not sure how well that would work here, and I'm actually a bit fuzzy on the details.))
The King has ordered you all to work together, noting "No roughhousing now!"
Needless to say, once you're out the gates it's go time.
PVP may be initiated by landing on someone else's space. In fact, it has to be.
When landing on a space with more than one combatant, you may select which one to engage. Until there are only two combatants remaining again, each combatant may select who they wish to attack each turn.
Note that whoever deals the finishing blow to a monster is considered to defeat it. This makes it more than possible to steal the glory (and spoils!) right from under another player's nose, even if they manage to beat your immediately afterwards!
In addition to killing each other outright, you may cast harmful spells overland. Reduce their attack power, smite them with fire, or slowly poison them, all from a continent away!
Combat operates off a Rock-Paper-Scissors combination, with the winner gaining a bonus. Chance, stats, and skill can still turn a fight away from this initial bonus, however.
((Still considering how this should work.
In the game, there were three general options- Attack, Magic, and Strike, versus Defend, Magic Defend, and Counter, respectively. Defend reduced physical damage a bit, for instance, but did nothing for magic damage and wasn't especially effective against Strike. Magic used whatever your equipped Magic Attack was, and Magic Defend did the same with your Magic Defense. Most Magic Attacks dealt magic damage and most Magic Defenses reduced magic damage, as well as often triggering an additional benefit like healing or increased speed.
Strike and Counter were the most interesting and problematic options, though. Strike dealt massive, massive damage- it was not at all hard to one-shot something with it. You could one- or two-shot bosses that you couldn't beat in a straight-up Attack/Magic-spam fight, for instance. Counter meant you took no damage from Strike and counterattacked even harder than that- it was physically possible to survive being Countered, but only if you were fairly defensive and even then it was extremely unlikely. Counter meant you took more damage from not-strike attacks, however.
Anyway, the beauty of this situation is that you ended up with a rock-paper-scissors style game of "What's he going to use?!" The problem was that Strike was fairly ridiculous, especially against NPCs, to the point where story bosses auto-Countered it.
So, presumably that'll be in in some form, but it might be a simple RPS game with no particular connections with anything, rather than a type-based fight, and I'd certainly remove Strike and replace it with something else.))
In the event that you die, you remain dead for a number of rounds and then come back at the Castle (the main one belonging to the King, not a castle someone owns). Sometimes an angel will appear and offer to bring you back sooner for some gold.
You can avoid this nasty business by surrendering instead. Surrendering reduces what you lose from dying and reduces the time you spend out of it; typically, surrendered players only lose one turn, while dead ones lose three.
The penalties for death depend on what inflicts it. Most monsters will randomly steal gold, items, even property. Players, on the other hand, may manually select what to steal or inflict- in addition to thieving your precious possessions, they may inflict humiliating haircuts, pet names, or status ailments instead.
((This is essentially how the game worked. It might also be worth just making dead dead or something.))
Well, I haven't really gotten into classes or stats yet, but I don't know how those would work and this needs spoilers already, so I guess that's good enough for now.