I had an idea for a PokeNES. Me and Amon have been working on some rules etc for it. Here's a basic concept I have for the Pokemon Trainers.
Each player can choose to be a trainer and there may be the potential to be something else although that's undecided so far.
There are potentially 2 maps. One with pokemon population density and another with Pokemon types (lightning, fire etc). Players start out with a certain amount of money and at the start can purchase from a pre determined pool of pokemon (Mostly common low level Pokemon at the start). Pokemon can be purchased throughout the whole game although it's unlikely anything rare/great will be there. Unlike the PG13 versions of the game or the cartoon series Pokemon can die by combat or old age(so don't throw all of your eggs in one basket). Like the game trainers can only hold 6 pokemon at a time although can store an infinite number pokemon which can be switched in and out each turn. Unlike the game each pokemon costs money to maintain (food, healing etc). This would be something generic like $10 a turn. This and Pokemon dieing is to hopefully ensure that trainers not amass huge numbers of low level pokemon.
Pokemon trainers can earn money in many ways such as selling Pokemon, fighting other trainers(NPC or PC) being hired by trainers and/or maybe some sort of vendor to capture certain types of Pokemon etc. Money is spent on maintaining Pokemon, buying Pokeballs to capture new Pokemon(something like $10-$50 each), buying new Pokemon etc(it
may be possible to purchase upgrades for Pokemon like enhanced fire resistance or fire attack but this is only a maybe at this stage. Might get to complicated.) Purchasing is done at the start of each turn and does not take action points.
Each turn every player has 5 actions he can perform such as training, competing against other trainers, moving(maybe) and capturing pokemon. On the population density map there will be 4 levels. White will imply no Pokemon(mostly around cities), pink small numbers of pokemon, light red moderate numbers of pokemon and dark red large numbers of pokemon. These levels determine the amount of exp gained and likelyhood of capturing pokemon both rare and common. With training players gain 1 exp point in the pink area, 2 exp points in light red and 3 exp points in dark red if they are able to survive in the area. Exp points can then be spent on leveling up Pokemon depending on the type of Pokemon. The different stages of evolution require certain amounts of exp points(E.G the Charmander family. Charmander will require 1 exp point for each level. At level 18 it can be evolved(but it doesn't have to be) to Charmeleon for 1 exp point and the Charmeleon will remain level 18. Charmeleon will then cost 2 exp points per level but since it is stronger also has a better chance at surviving in the more densly populated pokemon areas so earning more exp etc. Charizard would cost 3 exp per turn.) When competing against other trainers exp may be gained as well although not sure yet on the number gained. With 2 PC trainers they will determine the amount being fought for and if possible battles will be run through AIM, MSN or GTalk.
To allow some sort of goal there
might also be the 8 Gyms leaders to compete against as well as an elite four, blue and red as the ultimate competition. The Gym competitions are unlike the game in that the player chooses how many pokemon to compete with so against the Water Gym member the player may choose 4 Pokemon for both competitors. Against trainers rules similar to that can be organized or not. Gym/ Elite Trainer victories provide large sums of money and all 8 badges are required to unlock the elite four.
Here are the rough sample stats.
Trainer/Player: Red/Justo
Money: 1000 (-30)
Experience Points: 5
Badges: None
Rank: Has yet to compete
Pokemon: Charmander lvl 5
Ratatta lvl 3
The (-30) next to money represents maintenance costs.
Anyway if anyone has any thoughts or ideas let me know. This is still in the rough draft stage.