Super Smash Quest - Season 1 - System - RPing 101

    Near the training area, you are clueless as to what to do. Luigi is currently helping others. However, Donkey Kong points you to a book, "Training 101". You also see another book, "Training 101 DX". One is the shorter one, while one is the longer one.

    You want to play a game. Not just any game, though--a game where you can interact with anyone and have many adventures together. A game where you buy items to help you against evil bosses. A game that is free and doesn't require much more than a text-based messanging system.

    Welcome to the world of online RPing. From the first, Dungeons and Dragons, to the latest, X-Men and Maverick Hunters, online RPing has been a fun way to get people together and have fun.

    Three different types of players are involved. The players themselves, from 1 to 100 if it gets big enough, talk with others, buy power-ups, and kick bad-guy butt. The GM, or Game Master, controlls the whole game and makes sure everything is done fairly. The "NPCs", or non-playing characters, are those that the GM controls to help or hinder the player, be it an ally that restores your health or a nasty King Dedede.

    A summary of what's done is here. Basically, you first have to go through initiations. After that, when a session starts, everyone starts at home base, talks for a bit, then goes to either a training session, a mission, or something else of importance. The GM describes where they are and other details so that the players can interact as they choose. Eventually, they will run into enemies that will attack. To attack, choose your weapon and say "d20". D20 calls upon a dice script that will help dictate the success or failure of the attack. After you (and the others) go, the enemy will attack as well; the GM will roll d20 and then the players must roll "d4" to determine their success at dodging, blocking, reflecting, etc. Rolling 1s on either attack or defense usually constitutes failure (more so for offense), but rolling 20s on attacks constitutes success for attacks. Many different roll variations are often needed; they are specified by each move when needed on the moves page.

    Get to the end and defeat the main enemy (if applicable) to earn extra treats. Losing all of your "lives" before that doesn't result in a game over, but you won't be able to do anything mission related for about a week.

    This part goes into more depth and detail of what is above. Included are some IRC samplings to show how it's done.

Getting In The Room

    For whatever reason, you want to join the Super Smash Quest. That's fine. You just need to know how to get to Melee Stadium first.

  1.     Make sure you have an IRC program. You can download one here; ignore the shareware part, since no one comes after you. Java applets, while they can work, are not recommended.
  2.     Run the program, and choose to connect to any server. Look at your help file on your specific IRC program.
  3.     Once you get on, register your nickname if you want, then enter the room #SuperSmashRPG. For most programs, just type in "/join #SuperSmashRPG"; if not, see your documentation.


    Unlike most online RPing games, there are 2 ways to get your stats. "Emulation Initiation" gives you only one roll (d29); the number you roll corresponds to the stats of the fighter you will emulate. "Custom Initiation" allows more rolls to customize HP, dodge roll, move sets, and first item. Needless to say, both versions have their advantages and disadvantages.

Situation A: Emulation Initiation: Let's say Alpha and Beta are signing up and have chosen Emulation Initiation. Alpha rolls d29 and lands 7; he emulates Captain Falcon, an excellent fighter to emulate for new guys. Beta, though, rolls a 16, and gets stuck with Jigglypuff. Sure, Jigglypuff emulators can float and knock many people away with one Nightmare Attack (formerly Rest), but there is a catch. If Nightmare is used, no dodging is available whatsoever! That means her only specialized power move has the drawback of no defense for that turn. Jiggly emulators have to be careful. One advantage of Emulation Initiation is that when you bring a whole fighter's set of moves in missions or spar sessions, those specials do double damage if they hit.

Situation B: Custom Initiation: Alpha and Beta are signing up, but choose Custom Initiation instead. This will be done in table form:

Situation B
Roll used Alpha rolls Alpha gets Beta rolls Beta gets
Starting HP d25 25 200 HP 24 175 HP
Defense Roll d25 9 d4+0 19 d4+2
Starting Item d29 24 Self Hurter 20 Smash Dex
First Move d121 104 Judgement 2 Mario's Fireball
Second Move d121 50 Charge Shot 6 Thunder Jolt
Third Move d121 11 Bowser Bomb 10 Fire Breath
Fourth Move d121 105 Free Choice 14 Toad Counter

    Alpha managed to start with 200 HP because he rolled as high as he could. Unfortunately, he's as slow as molasses (11 or better is needed to gain some sort of dodge bonus), and the Self Hurter will hurt him each time he does a special move and miss. Judgement allows for up to 9 different attacks. Charge Shot is perfect for distance, while Bowser Bomb is the most powerful "Butt Drop" attack there is. That final roll lets Alpha choose any move he wants; he will most likely choose a comeback move like Screw Attack or Spin Attack.

    Beta rolls 24 on the first roll and lands 175 HP; very respectable, but not the highest. He is quicker than Alpha and has a better item to boot--the Smash Dex. However, while he does have 3 projectile moves and a counter move, he has no comback move whatsoever. It doesn't matter if a Thunder Jolt does decent damage or not--if you fall off a platform and can't get back up by mid-air jump, you are done for.

    Who gets the better deal? I say Alpha. That free choice roll lets him choose a proper comeback move, and his other moves already show high power and versatility. His high HP allows him to use a lot more special moves without having a Self Hurter risk. Beta might be able to analyse enemies, but that takes up a whole turn to do so. Dodging won't help if he is falling. And the moves he has aren't the greatest. Beta would best be in the middle or back of a group, where he most likely won't take as much damage.

Basic Stuff

    Whenever you join, you will always start with one item, at least four special moves, three lives, and 300 coins. Coins are used to purchase items and other misc stuff; money can be earned easily, but also taken away easily if Mewtwo is angry. Lives are basically like video game lives; lose your health, fall down a pit, or get knocked away in Arena fights to lose one. Lose three, and you will be under the care of Peach and Dr. Mario for a week recouperating.

    The battle system is heavily influenced by Hunter Bahamut's battle system used on his RP, Maverick Hunters. To attack, you say your attack, say who you are attacking, and roll d20 (or its varients, depending on the attack). When enemies attack, they roll d20, and you must try to avoid damage. Do that by saying how you will defend, dodge, reflect, etc and by rolling your defense roll. The default is d4. That can be influenced by starting stats and items; in those cases, it's usually d4+X, where X is how much you will add.

    Like in Mario Party 3, you can carry up to three items with you. Either find more in the wild, buy some from Game & Watch, or pray that Mewtwo is extra nice. If you gain a fourth while not on a mission, it will go in your vault. Get that extra on the field, though, and you will have to give up either that item you could have gotten or one of your current three. You can't just throw it away first--it gets offered to the other guys on the mission first.

    There are two separate health systems in the RP. The HP type is the default on many missions; it's basically Stamina Mode meets Adventure Mode. Get down to 0, and you are down one life. Arena fights usually take a percentage form. There, you lose if sent too far away from the fighting platform. This is where the comeback jumps usually help out. If you are challenged to fight a Melee fighter, lives will be on the line if you accept. If it's a regular spar, lives will not be on the line unless all participants agree to it.


Situation A: The Start: At the start of sessions, the Game Master will [generally] say where everyone is located. Everyone will usually start in R&R, or Rest and Relaxation--the Common Area, if you will. For most of these examples, the people will be named after the greek letters of the alphabet. For this particular session, Alpha and Beta are involved. Follow along and note the IRC language used.

Game Master
Alpha and Beta: You are in R&R.
What do you plan on doing? (This is to Beta, the only "real" character, since GMs don't count unless they make themselves known.)
/me shrugs his sholders. (/me is the common way of "speaking in the third person". Use it when you want to do an action.)
How about we get some training done?
Good idea; I can use improvement.
/me heads off to the training area.
/me follows Beta.

Situation B: Out of Character: Anytime during the session, you guys might want to say things unrelated to the game. That in itself is fine, but it should be done "out of character". Gamma joins Alpha and Beta this time.

/me turns to the group.
Ready to head to Brinstar?
(I would rather go to the mall.) (Parenthesis are the recommended OOC punctuations you use.)
I'm ready Alpha.
(Me too Beta).
Game Master
Alpha and Gamma: You head to the Warp Room.
(After the session, I'll head to the mall as well).

Situation C: NPCs: Many times, especially at base, you will run into others that will chat, give advice, or berate you. Let's continue Alpha's and Gamma's journey.

I sure hope the enemies have calmed down a bit.
Game Master
Gamma: You see someone in a suit of armor by the Warp Pipe you guys are supposed to be in. (Often the Game Master will tell someone that they see or hear something to move things along.)
/me notices someone by the Warp Pipe.
Alpha, do you see someone by the Warp Pipe?
/me looks at where Gamma was talking about.
I do...he looks familiar.
Game Master
The armored person comes towards you. The suit itself resembles that of Samus Aran.
Samus: "It's she, not he." (Usually when the GM assumes the role of someone else, quotes are used to indicate conversation.)
Sorry your highness.
Game Master
"And don't get smart either. What brings you here anyway?" (Since Samus is still talking, there is no need to mention her name again. However, sometimes I will mention it again after OOCs.)


Situation A: The Arena: You finally get the chance to see battle. One spot where battle takes place is inside The Arena. This is where the Melee Arenas are. Let's at least get there, then we'll get to battle itself. The dice system is learned here again.

Game Master
Link comes running in.
"Alpha, Ness wants to face you in the Arena."
/me listens curiously.
I'm on my way.
/me heads towards the Arena.

Game Master
Lakitu flies down on his cloud.
"This is a one-life matchup; no time limit."

/me tosses a few fireballs towards Ness.
2 d20 (d20 is the standard attack roll. Here it's 2 d20 since two fireballs are tossed.)
(The numbers Alpha rolls go here. For now, let's say they are 7 and 1.)
Game Master
Ness puts up his PK Magnet Shield up and absorbs them. (Note that his dodge roll isn't present. The Game Master usually doesn't roll the NPC's dodge roll in public; that might change in the future.)
Ness comes towards you and swings his baseball bat.
(Again, numbers show up here. This time, it is 19.)
/me tries the Falco Phantasm escape.
d4+6 (The Falco Phantasm adds a dodge bonus of +2. Alpha earned d4+4 during initiations [not necessarily tutorial initiations above]. That's why it's +6 here.)
(The rolled number goes here.)
Game Master
Alpha: You get smacked away and are currently in the air.
(Alpha's remaining HP goes here.)
Alpha: Roll 2 d20 to determine your success at getting back.
2 d20
(rolled #s)
Game Master
So close, and yet so far...
Audience: You hear a boom.
Lakitu: "GAME SET!"
"This game's winner is...NESS!"

Game Master
Alpha: You have lost one life.

Situation B: The Wild: More often than not, you will have to face various foes outside of the Melee Stadium. Usually, you don't have to worry about falling off. However, basic rules apply. Alpha & Gamma will now encounter creatures...

I wonder where our foes are...
It IS too quiet...
/me gets in a defensive stance, ready for anything.
Game Master
Two Goombas pop up and attempt to bonk your heads off.
(From here on out, I will skip all of the rolling stuff; just the end result will be shown.)
You both avoid being bonked.
That wasn't very nice...
Gamma starts charging up a Skull Bash. (Charging moves requires waiting an extra turn. Usually, if you must move before you are ready, you lose the charge.)
/me jumps on a goomba.
(Dice info is skipped.)
Game Master
You bounce off perfectly; you are still in the air and can attempt to land on him again.
/me attempts again.
(Dice stuff.)
Game Master
The Goomba is smushed.
(Sometimes I will say whether they get coins or not. Reguardless, they DO get coins; I record all information via TextPad.)
The remaining goomba attempts to bonk Gamma.
(Attack roll here; things will happen differently now.)
Hold on Gamma!
/me gets in front of Gamma and tries Toad Counter.
(Defense roll is done here.)
Game Master
The Goomba is knocked back. (The enemy's HP isn't revealed.)
(Alpha would get the Gentlemen's Award easily for doing that.)
/me unleashes the Skull Bash.
(Roll info.)
Game Master
The other goomba is dead.


Situation A: The Moves: Completing each mission successfully earns moves and health. While the health part isn't mentioned as much as it did in the past, you still gain 10 HP. Pretend that Alpha can readily accept any move, Beta has a certain move, and Gamma has one fighter's set.

Game Master
Roll dXXX to determine your newest skill. (I don't want to keep on changing this number...)
(Dice stuff; see the moves page to help determine which move you have, but let me say it at least.)
Game Master
Nightmare is yours.
/me looks at Wolfman in a wierd way.
Oh well...
Game Master
You also rolled for Nightmare, but you already have it. You can choose any of Jigglypuff's moves, since Jiggly has Nightmare.
I'll take Rollout.
Game Master
Then you have it now. Gamma, go.
Game Master
ANOTHER roll for Nightmare...but you have all of Jigglypuff's moves. Roll again and hope we don't encounter this again.
(If Gamma's situation happens three times, you can pick any move you want.)

    Remember that more situations can come up that aren't covered here. Just don't jump ahead of the Game Master and let him do his thing, and you should be fine.