((Fyi: in the future, this could be turned into a community story idea dropbox.))
I wanna talk about some events/story ideas I want to try out and I wanna run them by you guys. I wanted to do this 2 months ago, but didn't want to share them until I understood everything I wanted to convey. Unfortunately, 2 months later, while I've fleshed them out a bit more, they're still nowhere near the complete thoughts that I was hoping for. Some ideas were scrapped; some branched off into other versions of themselves; some I dwelled on more than others. So, instead of waiting 'til they're done, I wanna show you what I have right now, and ask you to weigh in on these incomplete ideas. Anything in there that appeals to you? Anything you see that won't work? Any questions? Suggestions? Maybe throw in your own ideas to the pool? etc.
Here are the incomplete ideas, and in no particular order.
{1.) Demon Lord Raid PvE - Grid Duels (tentative name; story and Game/Event idea) (SPOILER)}
It's basically a PvE grid map dungeon crawler with a duel format that I was brainstorming, taking elements from other formats and games.
With Liberta at the forefront of Kaiba Corp innovation, some students have been invited to _________ to participate in an experimental game using VR/AR/SV(?). A castle raid against an evil demon lord. It would be students against AI opponents with the goal of reaching the throne room where the final boss - the lord - awaits.
=======THINGS TO KNOW FOR THE EVENT========
Each player (Master) starts the event with [16 + 1d6] Life Points, determined via a Diviner?
A Master's LP carries over in both the Overworld and Duels. Use caution.
Also at the start of the event, each player must create a "deck."
-----"DECK" BUILDING
For each Master's "deck," they must select a team of 15 (unique?) maindeck monsters, upto 5 unique Extra Deck monsters, and a combination of 15 (unique?) spells and traps.
- Normal/Quick-Play/Ritual Spells ONLY
- Normal/Counter Traps ONLY (or maybe NO traps at all?)
(I'll likely make custom spells and traps for this event.)
The ATK and DEF of monsters have been modified.
In this format, a monster's ATK and DEF are now 1 point for every 500 points that it had.
Ex:
Blue-Eyes White Dragon = 6 ATK / 5 DEF
Dark Magician = 5/4
Doomking Balerdroch = 5/4
Gaia the Fierce Knight = 4/4
Breaker the Magical Warrior = 3/2
Junk Synchron = 2/1
Spirit Reaper = 0/0*(cannot be destroyed by battle)
Marshmallon = 0/1*(cannot be destroyed by battle)
Sonic Chick = 0/0*(cannot be destroyed by battle against monsters with 3 ATK or more)
Some Extra Deck monsters' summoning requirements might be eased (or become less specific) for the sake of the format (maybe - OR I'll make cards to facilitate easier summoning).
Certain cards will have modified effects in this format:
- Any instance of effect damage, regardless of what the amount should be, will be treated as dealing only 1 LP damage.
^^^ Ex.: Just Desserts vs 3 monsters = only 1 LP damage.
- LP costs for effects will be scaled down, just like ATK+DEF.
- Cards that can destroy/banish/bounce/spin opponent's monsters en masse (board wipers and cards that can hit multiple monsters) will only do so to 1 monster (non-targeted, unless the card states targeting).
^^^Ex: Black Rose's board wipe will destroy only 1 opposing monster without targeting.
^^^Ex: Guardian Sphinx will bounce only 1 opposing monster without targeting.
^^^Ex: Icarus Attack can only target and destroy 1 opposing monster.
- Returning a non-Extra-Deck monster to the Deck will return them to the hand, instead.
- Tributing outside of Tribute[Advance]/Ritual Summoning is treated normally: monster death
- Cards that can destroy/banish/bounce/spin opponent's monsters are limited to 2 per deck.
- All Ignition/Trigger (Monster?) Effects are limited to ONCE PER DUEL BY "[card name]" / Hard-Once-Per-Duel (This does indeed include ones that give you a choice of which effect to use)
-----"GRID DUELS"
In this raid of the castle, when you engage an enemy, you will initiate what I'm tentatively calling a "GRID DUEL."
6-ish x 8 grid:
{Basic Field Layout}
{Legend Field Layout}
The top/bottom 4x1 areas = Master Grid Zones
Gray = where the player's (Master's) avatar can choose to stand at the start of the Duel.
The middle 6x6 area = Main Grid Zones
Bright Red/Blue = Summoning Zones
--"Grid Zones" (or just the "Zones")
(monsters can traverse the entire grid board, one space at a time)
(monsters cannot move past an occupied space by going over it; must go around it - unless the occupying monster is dead.)
(Only 1 monster can occupy a space at a time)
--"Main Grid Zones" = the center/middle 6x6 area
(a Master's monsters can only be summoned on the 2 closest rows on their half of the Main Grid Zones)
--"Master Grid Zones" = the 4x1 areas at the ends of the grid board
(the only 4 Grid Zones that a Master can traverse. At the start of the duel the Master picks 1 of the 2 middle squares to start on.)
You can team up with other Masters to take on opponents. Each one can still pick 3 maindeck monsters. Teaming up will (not?) increase the field size slightly (OR just enables more flexibility in Party selection.)
===================
To begin the Grid Duel, you select 3 maindeck monsters and 3 Extra Deck monsters out of your pool of 15 and 5, respectively. The 3 maindeck monsters are called your "(Raid) Party" and start off as cards in your hand. These are essentially the only monsters you can use for that duel - with one exception that I'll explain later ("Reserve Summon"). The remaining maindeck monsters make up your Reserves.
Your Spells and Traps are set up as holograms behind you, treated as public knowledge.
PHASES FOR EACH TURN: Standby>>>Main>>>Battle>>>END
There is NO Draw Phase (no card-drawing)
There is NO Main Phase 2
The Main Phase is where Summoning, Movement, and Spell/Trap usage can be performed. (A Master cannot use Traps until after their first turn has ended.)
GRID SUMMONING
A "Grid Summon" encompasses the following actions:
- Summoning/Setting as many or as few Level 4 or lower monsters as you want in one action - if face-up, can be in Attack or Defense Position
- Tribute[Advance] Summoning/Setting
- Special Summoning a monster from your hand/Deck/Extra Deck
- Ritual/Fusion/Synchro/Xyz/Pendulum/Link Summoning
- A "Reserve Summon" (a Special Summon from the Reserves when a Master has no monsters in hand or alive on the grid. (Once per Duel)
--Flip Summoning a monster does not count; Flip Summon as many as you want (as per usual)
--Maindeck Monsters that are tributed / used as materials for a summon are returned to your hand. They cannot be Grid Summoned/Set until after your 2nd Standby Phase. Extra Deck monsters used this way, instead, cannot be used for the rest of that duel.
MOVING AROUND THE GRID
The Master can move 1 space on their turn, but only to their left or right.
Each of the Master's monsters can move 1 space on their turn, in any direction.
USING SPELL AND TRAP CARDS
Spell Cards can be used during your Main Phase.
Quick-Play Spells can additionally be used at any point during either player's turn where applicable.
Trap Cards can be used like Quick-Play Spells, HOWEVER, a Master can't use them until after their first turn.
When you use a Spell/Trap, the hologram of the card behind you illuminates.
Once you've used the card, the hologram turns to stone and you can no longer use it in the event until you recover its energy.
Spells and Traps are not treated as "on the field" or "in your hand," thus, they cannot be destroyed by card effects. However, they can be negated when used. (This all changes if we allow Equip Spells and/or Continuous Spells/Traps.)
BATTLING
Monsters can only attack in a straight or diagonal line and do not need to be directly adjacent to the attack target.
However, they cannot attack monsters that are behind other monsters. (Can only attack the one in front - unless something lets you attack the one behind.)
Two monsters that can attack the same target have the option of performing a "Unified Attack," combining their ATK to overpower the enemy monster - this uses up both of their attack actions for the turn.
Masters take damage from monster-on-monster attacks, just like in regular duels.
A monster that would be destroyed by battle has its DEF reduced by 1 point instead.
If a monster with 0 DEF is targeted for an attack and is defeated in battle, it DIES. Death is permanent, applying to this and all subsequent Grid Duels - unless you find a way to revive it / have it recover at some point.
In the Grid Duel where the monster died, it remains on the grid, collapsed and grayed out. As such, monsters would then be able to attack through/beyond the dead monster to an attack target behind it.
Defense Position monsters will always trigger Piercing Battle Damage!! (unless they specifically state that they wouldn't take Battle Damage.)
Masters can be targeted for attacks if left wide open!!
REMEMBER: a Master's LP carries over to the Overworld and other Duels, so be careful!
ITEM POP-UPS
Every # rounds, # items will appear on the Main Grid Zones. Where they appears depends on 2 d6s for the X+Y axis(?)
These items are energy orbs, each with a specific positive or negative ability (card effects, healing/draining, movement+/-, etc.)
To win a Grid Duel, either reduce the opposing Master's LP to zero, or ensure their Raid Party is eliminated. When you win a Grid Duel, you can claim some of the opposing Master's energy, allowing you to revive/recover upto 2 of your dead/used-up cards (monsters, spells, and/or traps).