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Both sides of the Adventure (Concept + Interest check)


Asmodean

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Re: Both sides of the Adventure (Concept + Interest check)

*brushes teeth with a Super Potion he farmed off of wall man*.... wait what happened?
 

Keylo

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Re: Both sides of the Adventure (Concept + Interest check)

Nothing dear...go back to your potions...

Fufufufufufufu~
 

Archer

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Re: Both sides of the Adventure (Concept + Interest check)

Why do I have a feeling I'll have no trouble getting in Keylo's lair? ;-;
 

Asmodean

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Re: Both sides of the Adventure (Concept + Interest check)

*Looks at and drink one three trillion Super Potion* No clue why...? Have you done anything to win here wrath?
 

Keylo

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Re: Both sides of the Adventure (Concept + Interest check)

Why what could you possibly mean? You're already invited. See that letter at your feet?

Dear Archer,

"Welcome to my lair, said the spider to the fly." You are invited to be the first person who will explore this gameboard I have so 'thoroughly' prepared for you. Please be assured that no excess of physical force shall be applied to you during your visit.

Signed,
The one who stands behind you.​

P.S: Do try to entertain me, I am so very eager to see you after all... It'd be a pity if you...broke.


Looking forward to seeing you~ Fufufufufufu....

((And off to sleep for me, when I'm writing like I used to for WC...my mind is already screwed.))
 
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Kathy

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Re: Both sides of the Adventure (Concept + Interest check)

My description earlier is a good idea of how generic characters can be custom tailored to a dungeon on the fly, or you can just ignore specifics and run generic characters.

Dungeons may be designed for solo play, in which case rooms can only have one heroine in them at a time, or can be adjusted for multiple heroines, and rules will be added for this.

Dungeons meant to have teams instead of solos will have more resources to spend, but it's a bit harder on the Villain's RP side, so keep this in mind.


The real goal of this game is to have many mini-adventures going on at the same time for fun, and people can hop in and out of the typically considered "GM" role easily.

Rules will be posted soon, still fine-tuning a few things and adjusting others.
 
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Kathy

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Re: Both sides of the Adventure (Concept + Interest check)

The absolute basics (Adventurers)
A "level zero" character has 20 Ability Points to spend on Combat, Explore, Spirit, Tech K-H, and Naughty. You get an additional 5 points per level. (So a level 1 would have 25 points.) These are bought at a 1 to 1 basis.

The same character will have 10 Stat Points to spend on Willpower, HP, Stam, Magic, Tech Knowledge, and Lewd. You also get 5 additional points per level. (So a level 1 would have 15 points to spread out.) Spending a point gives 10 of the stat in question, except for Willpower, which only gives 6.

Skills and Fetishes - Coming soon.


Character Sheet
Name: (Character's Name, obviously)
Description and Basic Backstory: (A few lines description preferably, picture can be added if desired. The deeper backstory should be described on your entering-a-dungeon post, but a few basics here to help describe her personality is useful.)

Desired Posting Speed: (List for the dungeon you're entering ONLY, not overall. This helps the Villain decide if you're right or not.)
Desired Posting Length: (Again, for this dungeon only! Single line, small paragraph, large paragraph, multi-paragraphs. It's a guideline, not a requirement to suggest this.)


Stats (assume a level 0 character for generic charsheet posts, or if it's a dungeon-entering request, choose the appropriate level of the character to enter the dungeon.)
Level -
Willpower -
Combat and HP -
Explore and Stam -
Spirit and Magic -
Tech K-H and Knowledge - (if applicable to the dungeon)
Naughty and Lewd -
(Description of stats reasoning at bottom is optional.)

Skills and Fetishes -

(Sample Character)
Name: Marie Watson
Description and basic backstory: The bubbly waitress of a gambling establishment, sent off to adventure with nothing but her uniform on her back. Her ample breasts barely fit into the uniform, and her skirt is way too short. The girl playfully keeps her faux bunny ears on the pink outfit as she set off into the world, unaware of just how bad things might get for her.
(Charpic concept: )

(note this is a slightly fudged example, these would be ignored unless I was trying to enter a dungeon. But I put them so you could get an idea of the type of answers to make.)
Desired Posting Speed: Once a day or every other day. Busy schedual keeps me from multi-posting daily.
Desired Posting Length: Large Paragraph to Multi-Paragraph. I love long, descriptive roleplays, and adore really getting into it.

Stats
Level - 0
Willpower - 18/18
Combat and HP - 10 and 0/0
Explore and Stam - 8 and 10/10
Spirit and Magic - 2 and 10/10
Naughty and Lewd -0 and 50/50

(Marie has developed a large tolerance against lewd actions against her in her time working, but has never really enjoyed it, the other thing she's learned from her job is how to throw a nasty right hook. She's eager to explore and get away from her previous life, but doesn't have a lot of endurance and will easily be discouraged if she can't surmount a challenge. Her greatest flaw is a strong lack of magical talent.)

Skills and Fetishes - (Will detail these more when they're posted into the system rules)

Rules, descriptions, and more (Adventurers)
As an adventurer, your stats are your lifeblood. Different tasks may drain your Willpower, Hit Points, Stamina, Magic, or (my new stat, courtesy of the LoZ CYOA) Lewd Points. But in the long run, your goal is to not run out of any of these, or risk very bad things happening to your character :p

Each of these five stats will take damage or penalties depending on encounters and rolls based around four stats: Combat, Exploration, Spirit, and Naughtyness.

(Further description of Stats)
Point Stats - These stats are represented as X/X value, and penalties may occur when they reach 0.

Willpower - The catch-all of how long a character can keep going. If other values reach zero, then Willpower is what drops next. Willpower is expensive to buy, but a useful catch-all against being beaten when a single value hits zero.

Note: If any other Point Based stat reaches zero and takes more damage, Willpower is the stat that takes the damage overflow. When Willpower reaches zero, a character cannot continue and gameovers.


Hit Points - A character's toughness in battle, how badly bruised and beaten she can be before it starts to drain on her Willpower. Having many Hit Points means combat will be easier.

Stamina - Running and jumping, crawling and hiding, anything that puts extra strain on a character for a longer duration will drain Stamina. Stamina acts as the ability to keep going when the dungeon seems to go on forever, to keep getting past trap after trap and leaping over the next gorge. But even the most athletic characters will eventually feel a drain on their Willpower.

Magic - Just being talented with magic isn't enough, there is a toll on one's body as you shape the unseen forces of the universe and bend them to your whim... or in some cases, manage to light a campfire without matches. Either way, if you run out of magical power, it's a force of Willpower that fuels your spells, which is never a good thing.

Lewd Points - Walked in on by your dad topless, your little brother stole your clothes at the public pool, there's always something going wrong for cute girls, as if the universe was playing a cosmic joke on making them be seen in inappropriate situations. And that's before you count all of the perverts that would gladly take advantage of such situations. This stat is how much of this treatment a girl can take before it starts to sap her will to go on (Willpower).


Ability Stats - These values indicate how effective or skilled a character is at given tasks, and allows the character to avoid damage to the corresponding point-stat (as listed above), more skilled characters are less likely to be damaged by that type of challenge.

Combat - The all purpose stat for fighting. Higher combat stats means your character has trained in all manners of weaponry, and even if they grab a weapon they've never used before, they can at least wing it.

Exploration - How good a character is at exploring an area. This doubles as an awareness stat for hidden enemies, but it's generally deemed if your character can get past traps and other obstacles.

Spirit - The all purpose magic stat. Regardless of how your character flexes magical talent, a well trained spirit can access powers more easily and detect the flows of magic around her.

Naughtyness - How willing a character is to get in what may typically be considered inappropriate situations, and how able she is to handle being pushed too far. The best warrior on the planet, after all, is worthless in combat if she's covering herself with both hands and legs pulled tight together.

(EXTRA)
In the event a dungeon is created using a modern or sci-fi setting (which will be allowed in this game! Since each dungeon is exclusive to itself and characters may be adjusted for such situations), the Magic and Spirit stats can be replaced by Tech Knowledge and Tech Know-how... Or instead of being replaced, merely added, forcing players to decide between more stats when struggling with their new character sheets!


Tech Knowledge (Point Stat) - The ability to brute force your way through technical problems by sheer luck of having known how it works or toying with an object until it functions right. But every so often, when you run out of ideas, it's time to just hit it with a hammer until something good happens... hopefully... (Willpower drain XD)

Tech Know-How (Ability Stat) - New Tech? Unknown Gear? Something totally insane you've never seen before? Not a problem if you have the know-how to break down its components and figure out what does what! With high know-how, you can easily make most things work... And just in case it doesn't, you may have just lucked out into knowing something about it by sheer happenstance. (Tech Knowledge damage on failed checks)

Rolls are a usual D20 affair, but the majority of a dungeon will simply be difficulty checks to see if the heroine passes a trial or takes damage from it, with optional roleplayed benefits to the outcome.

A "level zero" character (typically civilians and non-adventurers, however in certain dungeons these may be allowed in as well), will (in default settings) have 20 stat points to split amongst the four Ability Stats and 10 points to split into the five Point Stats.

Characters will gain 5 Ability Stats and 5 Point Stats per level, to be spent as follows:

(Note! These values may be modified by the dungeon's rules, please read your dungeon's info before posting sheets!)

Ability Stats are raised on a 1 point for 1 stat basis.
Point Stats are raised on a 1 point for 10 stats basis, except for Willpower, which is raised 1 point for 6 stats.

(Further on stat spending)
No stat even needs a single point in it. For example, a dungeon created in a no-magic world could rule for characters to simply put a 0 for all magic stats. Or a young village girl that has no experience fighting could simply have a 0 combat and 0 hit points value, showing that the first thing to attack her is likely to drop her effortlessly. It's all about how you roleplay and what your character will be.

You could even mix stats oddly. Maybe your girl is a world-famous boxer that's never lost a fight (high combat), but the first time she gets sucker-punched in a back alley, she realizes she's got a glass jaw, hits the ground hard, and gets raped senseless (0 HP value). If you have a reason for making such a character, go for it!


Skills and Fetishes - Coming soon in an update.

Villain info - Also coming soon XD
 
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Kathy

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Re: Both sides of the Adventure (Concept + Interest check)

A bit of extended info: Villain Side. (Some necessary concepts for play, before the actual stats come out)


The first step is to come up with a good plot and decide how large of a dungeon you're running. Although one result of this is choosing the levels of the players involved (the bigger the dungeon, the higher the player levels, and it may even result in team-ups), the more important result to a Villain is how much time and effort they need to put into the game, both in preparation and in play.

The exact stats for making dungeons functional will be described a bit later, but for now, the fluff.


A typical dungeon is not a single one-way path, insisting an adventurer take that option or nothing. Instead, consider each dungeon as a criss-crossing of approaches and the player may decide which way to go. (Dead ends may exist, but at a cost, as will be described later.)


The smallest dungeon consists of six "stages" or levels. Each "Stage" is one even that should be RPed around, and could be anything from a monster or trap, to a strange plant the character may inspect, or even just needing to bunker down for a rest.

In the smallest dungeon, there must also be 2 options per stage. Larger dungeons may offer more paths, more choices per "stage", and even ways to block off defeated challenges, so new characters are forced to always take the hardest path.


Think of it as coming to a crossroads, that you know either way leads on, but you have to walk one of the paths. They meet up again right after the challenge... but, of course, you have to beat the challenge to reach the next step.

Each direction should try to lure the player in, but also give some kind of hint what they may be facing, perhaps even a peek into the choice.

You should also tell which stats are going to be attacked in each area (unless you've made it a special, hidden-test, more on that later).


A character with a totally even stat split will have 5 Ability and 40 Points in all stats. This means your traps and monsters need to be designed specifically to wear the characters down. A character is only defeated if their willpower reaches zero. This means you must defeat one of their other stats, then continue to chip away at that stat to cause Willpower Damage in order to defeat her.




Enough fluff, on to the actual mechanics of how each encounter plays out!

When a character chooses a path, they walk into it and run into some kind of stat-test to endure. This could be anything from a monster wanting to attack them, a trapdoor pit they may fall into and have to climb out again, a magical barrier they must burst, or countless other things. Whatever the Villain creates!

The thing they run into is a "challenge", which is essentially an attack of some kind set there by the villain to stop them. It's the Villain's only method of attacking the heroine, which is even harder because the villain won't know a heroine's stats until she's already busting down the front door!

There are two kinds of challenges against a character entering a room. A "Primary" challenge, which cannot be avoided, and a secondary challenge, which can be avoided by perfectly passing the primary challenge.


The Primary Challenge is something presented for the heroine to overcome, a simple task often, it will do little damage if she fails, but it's usually fairly hard to beat.

The Secondary Challenge is far, far nastier. If the heroine fails the primary challenge (takes damage from it), even a little bit, then the secondary challenge kicks in. Secondary challenges are where the real strategy for a Villain lies. These could be as simple as doing damage to another stat relative to the one injured, or as complicated as a mid-range test that does five times normal damage on failing.

Full stats will be offered as the game comes into final preparations so players may create their dungeons.

But for now... Let's give a sample dungeon experience, using our mock character Marie from above.
 
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Kathy

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Re: Both sides of the Adventure (Concept + Interest check)

Simple Dungeon Example: (Very long post since this would essentially be the entire start of an RP. Put it all behind a spoiler.)
The Villain would begin by creating a dungeon and getting it approved. After this, they can start trying to find characters based on char-threads, or by PMing people they're interested in.

Villain's PM said:
(Hey, I saw your character Marie and thought she'd be great for a raunchy dungeon idea I had. I'll be posting the dungeon's start later today!)
This kind of a PM would be typical to help advertise a dungeon. By messaging Marie's player, the dungeon owner has gotten the Adventurer's attention, but not locked onto Marie as the only person who can enter.

Villain said:
(OOC Info: This dungeon is made for level 0 characters in a fantasy world, no teaming up. Magic is not heavily needed, but expect lots of Lewd/Naughty attacks. It's a small dungeon, and girls should expect lots of messy rape and a bit of bestiality. I prefer 3 or so posts a day, and post size of around a paragraph.)

It was an old wives' tale, circulated for years as a joke against the waitresses in their skimpy outfits. As if such a thing could be real, magical flask that any waitress pouring from it would never be harassed or groped, and best of all, it was in a cave nearby! Imagine! Waitresses from all of the local taverns and gambling joints were mostly skeptical... but every so often, one of them couldn't help but try to find it...

Those girls trying to find the dungeon will often be seen roaming the forest just outside of town to the north, wary of goblins, orcs, and other nasty things, but too embarrassed about actually following up on such a rumor to ever ask for help as they stumble alone into the night to search.
This post has all important OOC info in it, level, setting, suggestions of characters to enter, including how many can enter and what stat focus they should have, plus fetishes and post size/frequency.

From an IC side, it's a bit custom tailored to Marie (from my Adventurer example), but that's fine since other people may take interest too, even if Marie's player doesn't.

Adventurer's trying to get in should take a few hints here, like wandering around at night, and use this to "lure" the dungeon into taking them.

Marie's Player said:
(Spoiler Tag with char sheet) (Not present since this is just an example.)

Marie cried out as she felt the sting of another bush against her cheek, whimpering in the darkness, she'd torn her top a bit and knew she'd have to sew it before tomorrow, otherwise she'd be having hands on her tits all night...

Not that she didn't normally, but there was a big difference between groped through one's top compared to having those drunkards' hands slipping into your clothes to cop a feel and pinch at your sensitive nipples.

She huffed, letting her guard down again, and once more her torn top slipped loose, standing bare breasted in the middle of the forest, barely able to see anything, and about to scream in frustration.

If she didn't find the dungeon soon, she was going to give up.
This is a typical "trying to enter the dungeon" opening post. It shows that Marie's player is interested and read the Villain's post. She's wandering around, as expected, at night. And to add flaire and encouragement, she's already hinted at her outfit being damaged and being at her wit's end.

The character sheet at the start is for a reminder to the Villain about the character ready to enter the dungeon. At this point, the Villain may either politely decline, or accept.

If you decline, you may simply say so OOC, but it's polite to give some minor IC so the person doesn't feel like the post was utterly wasted.

Just be absolutely sure to mention in OOC that the person is declined so they don't try to keep playing!

Likewise, you may post 'accepted' in OOC to give the player confirmation of being in now.


Villain said:
(You're in Marie! Let's get started.)

The waitress wanders around a bit longer, feeling the cold night air on her naked breasts. Just as frustration was getting the best of her though, she suddenly spots a small goblin sitting near a dying campfire and masturbating.

Such an encounter was worthy of scoffing at, the thing would've been easy to beat up on with her skills dealing with bar-patrons. Her only concern would be if the thing got its hand on the wooden club nearby before she could reach him.

As she glances past the beast, she realizes why it's stuck out here, a small cave entrance was nearby. The thick underbrush would be a pain to sneak through, but she could if she tried. Watching the beast, she hoped it would stay distracted with its task long enough for her to make her move.

(Paths: Fight Goblin, Combat(Lewd) or Sneak Past, Explore(Combat+Lewd))
The start is a clear acceptance, telling Marie's player she's in. Then it's a direct reply to Marie.

Description goes on for a bit, and she's given vague ideas of her choices, followed by a very clear "Paths" in OOC. Telling her for certain, these are the two options the dungeon has. She can RP variations on this, but regardless of what she RPs doing, one of these must be her action in order for the system to work.

Notice the paths listed are clearly marked. The Primary test is outside of the parenthesis, with the secondary test(s) inside. In this case, the Villain has chosen to force the player to face the goblin one way or another. To actually do this, they would need to pay the cost of making both paths have a goblin challenge on them (more on that when the system is being posted).

(Decided the post was getting REALLY long, so I split it into 2 larger spoiler sections.)
For the sake of showing how different encounters play out, I'll now post both examples, with an example of poor RP and a penalty, then with an example of good RP and a bonus.

(Marie fights the Goblin)
Marie's Player said:
(Marie takes the Combat(Lewd) path.)

Marie huffs angrily and balls up her fists, rushing headlong at the little goblin to punch it out.
Oh Marie. How far have you fallen? This is a clear example of poor RP, since both parties agreed to paragraph-length posting, and this has no description, just a bland action.

Even a bad post though shouldn't end a game, and the Villain must push onward. However, a small RP penalty may be granted. In this case, a -4 seems appropriate to the Villain. (Para -> Semi Para -> One-Liner) As a guideline, consider how badly it's impacted gameplay and the relative effort put into posting. Usually -2 or +2 is appropriate, but in this case, as a GM I would agree a -4 is more fitting.

Only in very rare cases is more than a -4 warranted, and it should be approved by a GM before given.

Villain said:
(Goblin's Combat = difficulty 15, (Lewd) = x2 combat damage)
(Marie rolls 11. -4 poor RP penalty. +10 Combat. Final roll 17.)

Marie rushes the goblin while he's still stroking himself and plants her fist squarely in his face, the monster crumpling onto his side easily from the first blow.

Marie's hand feels a bit sore after decking him, but she happily has his small club now in case of another fight, and now the dungeon is sitting there before her, letting her wander in... (Continued below.)
Notice this even hurts the GM's post quality a bit. It's much harder to keep a good RP going with bad posts from your partner, so try to keep to what was suggested at the start.

At this point, the Villain could stop and let the Adventurer free-RP a bit, or could finish this post with presenting the next stage to the heroine right away. But for now, let's take a look at a good RP post with Marie trying the other option.

(Marie tries to sneak around the Goblin)
Marie's Player said:
Groaning in disgust, the barmaid knew exactly what the filthy creature was up to, already turning her nose up at the thing. There were many nights when she'd feel drunkards cumming all over her legs under their tables, or trying to slip hands beneath her skirt.

Much to her shame, she'd even been penetrated a few times by drunks by surprise, though thankfully always gotten away from them before they had the disgrace of knocking her up.

As easily as she thought she could punch the goblin out, Marie decided in no uncertain terms, she'd rather just try to slip past, slipping her shoes off to try to keep quietter as she tiptoed through the brush around the creature, she hoped that it would stay distracted with its task.

(Marie tries to sneak past the Goblin, Explore(Combat+Lewd) path.)
A nice, clever post, Marie is playfully giving away more backstory and revealing things about herself as part of the RP, making an image of herself for the Villain to toy with.

In this case, Marie's post ends with the OOC information that she's trying to sneak past after her description.

It even shows when she makes the choice and why, then gives the Villain cause to give her an RP bonus to her move, taking her shoes off to try to sneak past more quietly. For this example, we'll say the Villain decided to award a +2 to her roll for that.

Villain said:
(Sneak past Goblin difficulty, Explore = 20. (Combat) = x1 Explore damage. Lewd = Difficulty 25)
(Marie's explore is 8, +2 roleplay bonus. Roll of 5. = 15. Marie fails by 5.)
(Marie's Lewd is 0, No RP bonus. Roll of 7. = 7. Marie fails by 18.)

As smart of an idea as taking her shoes off was, Marie soon regrets it. Just as she was about to get into the cave, she steps down on a very sharp thorn, crying out softly and clutching her foot as she whimpers to herself.

She leaps around a few times in place, goblin forgotten about... Right until its heavy club slams into the side of her head, and Marie drops like a log, blacking out instantly.

...

She wakes up some time later, moaning against her will, a short, grimey, thick cock working her pussy in and out, only vague awareness around her.

The barmaid knew instantly that she was being raped by a goblin, and probably had been several times while she was out, her pussy oozing cum all over, and her breasts and ass sore from being spanked.

She felt another hand grab her hair and push her forward, eyes flung wide just in time to see another goblin start face-fucking her with his short, but surprisingly thick dick, its taste was foul as he used her for his pleasure, and she could do nothing but squirm in her restraints, barely glancing up to see several more of the little green beasts still waiting their turns.

(3 or 4 more are waiting to rape Marie, then she'll be left alone, and find her restraints are fairly loose, free RP a bit til you're ready to continue.)

(Marie's stats remaining:
Willpower - 13/18
Combat and HP - 10 and 0/0
Explore and Stam - 8 and 5/10
Spirit and Magic - 2 and 10/10
Naughty and Lewd -0 and 32/50)
Whoa! Marie's in deep trouble now! At this point, free-RP is appropriate, the Villain ended the post and left it clear that poor Marie was in the middle of being goblin gang-banged.

She can't take more damage from this, and she won't gameover because she has Willpower left. It's just further description of how she loses her stats and the dirty things leading up to this.

Here's where we see that having a 0 on any stat, even a strong one like Marie's Combat, can really hurt. Balanced characters are often better stat wise, but that doesn't mean they're more fun ;)

This was a particularly nasty challenge with TWO secondary penalties though, so it was expected that poor Marie would lose out badly here if she failed to sneak past. The Villain probably spend a large amount of their dungeon's value on this challenge alone.

Wether the Adventurer makes it out of a challenge relatively untouched or taking a lot of damage is entirely based on the rolls... BUT, even if Marie managed to sneak past, the Villain could've done many other things just to be dirty. He could've let the branches catch her outfit and tear it off, or made her horny from staring at the goblin. But no matter what is RPed, her stats wouldn't be affected.


Enough of that, on with the fun!

Marie's Player said:
Marie squirmed and groaned as those cocks worked her body, she knew she must've orgasmed several times as that grimey length ravaged her delicate and mostly untouched pussy...

She wanted to scream at them, she wanted to yell for them to get off, but she choked back her words at the same time she choked down a beefy goblin-cock, too ashamed to resist as another load of hot goblin spunk filled her pussy, leaving her dripping even more, and a pathetic hope lingering with her that she couldn't be impregnated by these beasts.

Knowing any resistance would've simply meant another club to the head and raping her while unconcious, Marie tried her best to please the goblins instead, riding their cocks and working her lips and tongue around anything offered to her, desperate to get it over with as quickly as possible...

...

When the goblins finally left her there, naked and soaked in their vile spunk, she finally had a chance to look around the room more, her stomach revolting against how much of the monster-cum she was forced to swallow... It was only when she toyed with her bindings and they came off so easily that she really began to hate herself, regretting having not tried it sooner and tried to flee...

One way or another though, she was on her quest now, and she tried to leave the room, hoping the goblins wouldn't be on her again anytime soon.

(I'd like to continue, no reason to drag her captivity out longer, especially as a first encounter.)
Here, Marie finishes the capture with a bit more roleplaying and then politely requests to continue the dungeon. The Villain will, barring having something special in mind, probably accept this and post her next choice now.

From a stat point of view, Marie being naked has no major impact unless it was mentioned inventory is important early on (which it wasn't), so she has the same stats wether she's armed to the teeth, or stark naked and covered in goblin cum (as she is now). It's just a question of her IC appearance.

For dungeons where inventory is important, the Villain will mention ahead of time and have appropriate inventory objects posted in his intro.

(The RP continues, Stage 2)
Here's a rather interesting split.

If we take Marie's punching out the goblin, she just walked in, fully clothed, and now has a club (no stats on it remember!).

If we take Marie's failure to sneak past, she's naked, drenched in goblin cum, and trying meekly to sneak out of a dungeon room she was left in after being raped.

Both versions of Marie have the same stats still (although one with injured stats), and both versions of Marie are going to the same Stage 2.

Villain said:
As Marie slips into the dungeon, she soon reaches a point where the path seems to branch off, one leading upward, where she hears a soft moaning from above. The other leading downward. She doesn't even need to start down the lower path before she realizes there's a recently set off trap there, and the entire path is probably flooded with the traps...

However, before her decision which way to go could be made, she felt herself drawn upward by the sounds of moaning, she sneaks up just far enough to see what is there, eyes wide in the shimmering moonlight coming down and finding herself staring at a woman with her head thrown back passionately in lust, and a beast of a wolf on top of her, its massive cock clearly visible being plunged into the woman. She spots Marie and becons the girl closer, seeming to want Marie to take her place. The woman's mouth lipping the words, "Take my place for a bit, and I'll help you through those traps."

It seemed the traps were the only direction she could take... but would she actually try to sneak through them, or take this woman's place for a bit...

(Paths: Sneak Past Traps, Explore(Combat) or Take Woman's Place, Lewd(Lewd))
Notice that either way, Marie merely wanders on into the dungeon and now she's got her next challenge. In this manner, a single dungeon can have many roleplay variations, but still the same stages, since each stage is a presented set of challenges to try to take on.

In this second stage, although one "path" is a dead end, from a gameplay perspective, it's not, it's simply forcing Marie to choose to explore and avoid the wolf-fucking, or to give Mr. Wolfy some attention, and let the woman handle the traps.

In this case there's even a double-Lewd challenge, meaning if Marie fails the Primary check, she'll take Lewd damage from it, then take MORE Lewd damage from the Secondary effect!

(Wrapping up.)
Of course, many of us may come up with other ways to try to get by, like magically charming the wolf, or floating over the traps, or we may try something insane, like beating up the wolf, something that isn't even hinted as a possible suggestion.

The answer for this: Don't.

Sorry to say it, but taking obscure paths that the Villain hasn't considered, or doesn't have stats for is often VERY hard on them. This is one reason why being a full GM is so hard.

For the sake of this PbP game, just go with the story presented, as it not only makes it easier on the Villain, but it's also the way the game meant to work, avoiding having too many challenges of any one type, just because your heroine has a lot of that one stat.

If you decide that you dislike your Villain's ideas and suggestions later down the road, you can always politely ask to back out and try to find another dungeon to play in.


I hope this (brief) sample of play has given everyone an idea of how the system will work, and I will be posting actual stats for Villains to begin shortly.

I recommend Villains come up with short dungeons with about 4 or 5 ideas for 'stages' in mind ahead of time, as the final stage still has special rules that are yet to be gone over.

When the actual stats are done being tweaked, it should be fairly easy to get everyone going.
 
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Keylo

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Re: Both sides of the Adventure (Concept + Interest check)

Quick question, what if the villains choose to allow for players to come up with "inane" suggestions? Personally as a GM/DM, I love it when the players come up with solutions or crazy plans that I don't expect, and provided it's within the bounds of logic...am usually willing to allow for certain bonuses because of creativity/ingenuity.
 

Pheonix Alugere

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Re: Both sides of the Adventure (Concept + Interest check)

Another question:
(Sneak past Goblin difficulty, Explore = 20. (Combat) = x1 Explore damage. Lewd = Difficulty 25)
(Marie's explore is 8, +2 roleplay bonus. Roll of 5. = 15. Marie fails by 10.)
(Marie's Lewd is 0, No RP bonus. Roll of 7. = 7. Marie fails by 18.)
Here it looks like the difficulty of the explore challenge is 20, which would mean Marie failed it by only 5. Am I missing something or is this just a type error?
 
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Kathy

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Re: Both sides of the Adventure (Concept + Interest check)

@Keylo:
Roleplay bonuses are encouraged, give them boosts (or penalties?) accordingly.

If they really come up with something insane that'd work, you are essentially a mini-GM for the game, feel free to fudge it accordingly if you allow it.

The biggest reason to discourage it though is players who think of nothing but winning who may try to make a single stat maxed-out character and attempt to fudge all rolls to that stat, which I wanted to discourage in order to not force Villains into needing to make rulings on that.


@Pheonix:
OOPS! You're right, that was a total mistake on my part. She only lost by 5 here, which means she'd have a lot more stats than this shows. I somehow mistook it as the 25 challenge instead of 20. You're right. Lemme fix that ;)

I'm glad the system is self-evident enough that everyone is figuring it out easily.



A few more tidbits of info:

I'm trying to balance the system out by giving the Adventurers around a 60% chance to win on a simple dungeon like this.

For bigger, more complex dungeons, Adventurer success rate will drop substantially, and you may even require 2 or 3 going in to even stand a chance.

Some challenges will "reload" and attack again for each adventurer that passes, while others may be defeated forever after the first one.

When teaming up, the two player's Ability Stats may be added together, or averaged together (rounded down), depending on the challenge. However, damage is always divided evenly (rounded up) between the two if they fail.
 
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Pheonix Alugere

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Re: Both sides of the Adventure (Concept + Interest check)

Just making sure. I think I get it then.

Also, I will note that I have a hard time gauging paragraph size on most computers for typing.

My default resolution for computers is 1680 x 1050, so with this:
As smart of an idea as taking her shoes off was, Marie soon regrets it. Just as she was about to get into the cave, she steps down on a very sharp thorn, crying out softly and clutching her foot as she whimpers to herself.

She leaps around a few times in place, goblin forgotten about... Right until its heavy club slams into the side of her head, and Marie drops like a log, blacking out instantly.
I read the quote as
Single line of text
Space
Single line of text


I don't suppose you could give an example of the different lengths you have in mind for the whole 'Paragraph, half paragraph, one liner' thing?
 

Keylo

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Re: Both sides of the Adventure (Concept + Interest check)

Easiest way to do it, is to copy and paste it into Microsoft Word or another text editor program.

Even on wide-screen resolution computers (I'm also using 1680 x 1050), Microsoft Word will generally give you a good estimate of how long a post is.
 
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Kathy

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Re: Both sides of the Adventure (Concept + Interest check)

I don't suppose you could give an example of the different lengths you have in mind for the whole 'Paragraph, half paragraph, one liner' thing?
There's some variations on everyone's writing length and preferences, but typically "one liner" is one or two short-ish sentences. "Semi-Para" is a bit longer, 3 to 5 short sentences, or a few longer sentences. "Paragraph" is just that, a full paragraph worth of text, several long, descriptive sentences. And of course multi-para is longer than that.

The entire point of even mentioning this is that I often notice in PbP games, players will resort to having really pathetic descriptions that are barely a sentence, and expect the game to keep well paced and descriptive. But we all know that's not the case.


You could instead suggest something like 3 to 7 sentences per post if it suits you better. Or if you really wanted to be insane, put a character count on, minimum 50 characters or something like that.

Everyone is free to come up with their own methods of measuring. The idea is to have a general guideline to keep roleplay active and fun, instead of turning it into 3 pages of this:

"I hit the monster."
"Okay, you do 4 damage, and take 8 back."
"I hit the monster again."
"It dodges, and hits you for 3."
... etc...

Since no one wants to play or read that.
 

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Re: Both sides of the Adventure (Concept + Interest check)

I'd definately be interested, though I'd like to play the "simple" adventurer. I'm all dungeon_making out.
 
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Kathy

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Re: Both sides of the Adventure (Concept + Interest check)

I'd definately be interested, though I'd like to play the "simple" adventurer. I'm all dungeon_making out.
This is why both sides exist, I'm trying to make the traditional "GM" role more accessable to everyone without needing to make their own systems or deal with lots of balancing issues.

It's meant to be all about the roleplay, with just enough of a system behind it that everyone can get in on it.
 

Pheonix Alugere

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Re: Both sides of the Adventure (Concept + Interest check)

Question: do our dungeons reset after each use, or do things like goblins have to be repurchased when they get killed.

(Also, do characters or villains level up through extended use?)

Edit: Also, can villains have multiple dungeons where later ones require a character to complete the earlier ones?
 
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Kathy

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Re: Both sides of the Adventure (Concept + Interest check)

Question: do our dungeons reset after each use, or do things like goblins have to be repurchased when they get killed.

(Also, do characters or villains level up through extended use?)

Edit: Also, can villains have multiple dungeons where later ones require a character to complete the earlier ones?
Typically dungeons will be one-use only, since once players know how to beat it, it'll be easier to win. A dungeon isn't actually "used up" until it's beaten under normal circumstances.

You may recycle a dungeon's concept after it's beaten though, and re-submit it with slightly varied stats in order to run it again though.

Multiple dungeons are more than acceptable, you're free to have any requirements you want on players attempting to enter your dungeon.


Villains and Adventurers typically don't "level up" in the traditional sense of most PbP games. Instead, a level is given for a dungeon start, and they simply use that.

Special "rewards" may be granted for having good dungeons or amazing roleplay, if it's pointed out to a GM by your partner (IE, The Adventurer says a dungeon is good, the GM may reward the Villain, or visa versa, a Villain says an Adventurer is great and the GM rewards the Adventurer).

Since the dungeons will be created with fairness and the ability for either side to win, it will be less about grinding and winning, and more about the fun of play.

In a sense, "leveling up" is less about making your characters stronger, and more about having special ways to further encourage fun play.

For players who absolutely want a leveling-up system and multiple dungeons, you can apply an inventory system to your game and simply refer to certain items as "+1 level", which will be granted when beating minibosses or other special tasks, then allow the players to carry over inventory from dungeon to dungeon that you run.

Items and levels earned from one Villain will not apply when facing off against another Villain, unless they've worked out and agreed to something ahead of time.



As for the rewards (which are GM granted), here are some I already have in mind:
Non-Rolled Encounter (Villain): A special encounter villains may insert in their dungeons with the express intent of allowing a pass or fail based on the Adventurer's roleplayed actions. Typically awarded for creative traps and puzzles during a dungeon, that are fun for the Adventurer to try to solve.

+1 Auto-Pass, +1 Auto-Fail (Adventurer): A double-sided reward letting the adventurer automatically pass one challenge, regardless of its difficulty, in exchange for automatically failing another challenge. Typically awarded to Adventurers with a good sense for story pacing and the ability to sense segments that bog down gameplay vs. plot that encourages descriptive, involving RP.

The "Almost" GameOver (Awarded to one or the other, but may have this award for both Adventurer and Villain): Sometimes a certain GO scene just feels too tempting to let pass, the idea of it whetting both players' appetites. Writing a full GO Scene though is often a lot of work, and takes some effort on both sides. Worse still, it often takes even more effort to create a way out if you want to continue. This reward is less of a given bonus, and more of a happy reassurance that the player holding it is good at this ;) Typically awarded for having very good GO scenes.

The Premonition Spell (Adventurer): When you're just staring at the challenges offered in a new stage and have this urge to do both, that's where the Premonition Spell comes in. Essentially, it's just a way to say "I'm doing this... but I want to RP if I played that, because it sounds fun." Awarded for general good-play to an adventurer.

The Dark Image Spell (Villain): Same as Premonition, but used by the Villain. Less often awarded, as the Adventurer is typically the one who should be deciding, but every so often there's a Villainous Plot that can't be ignored. Awarded to Villains who have particularly good scenes for multiple challenges on the same stage (can typically only be awarded if multiple players go through their dungeon).
 
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Kathy

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Re: Both sides of the Adventure (Concept + Interest check)

(I apologize in advance if anything here is a bit jumbled, I typed it all up quickly to appease all of you ravenous Villains that are eager to get started. Later versions will have modified costs, including Gold, Mana, and Sex (yes, you'll need to give your monsters regular sex to keep them), as well as special ways to lure Adventurers in, modified path structure, and a LOT of balancing that I'm sure is going to need to be done.)


Villains have several approaches to making a dungeon and making characters for themselves.

The first, and easiest approach, is the simple energy system. Each challenge has a set energy cost and the villain must build a dungeon with a given amount of energy.

For the moment, this is the only system I'm releasing, as the other systems are still in final stages of adjustment.


With the system as it is now, Adventurers should have a fairly good shot at clearing a standard 6 stage dungeon at level 0. Games may be started as soon as a few dungeons are submitted.

The basic submission for initial dungeons should be in this format:
Stage 1
Option 1
Primary Type(Stat, Difficulty, Cost)
Secondary Type(Stat, Difficulty, Cost)
Other types(Cost):
Simple descripton:

Option 2
Primary Type(Stat, Difficulty, Cost)
Secondary Type(Stat, Difficulty, Cost)
Other types(Cost):
Simple descripton:
etc... With Stage 6 (the end-boss) having "Part1" and "Part2" instead of option1 and option2.

Remember: You have 250 energy to work with, plus 50 more for each level of the Adventurer. (If you want to play with a higher level heroine, that is.)



Further Rules on Simple Villainy:

In a simple dungeon of 6 stages (12 challenges), no single stat may be challenged as a primary more than 5 times, or as a secondary more than 3 times. In this way, a villain must find a balance of how often they want to run different challenges, and which challenges to choose.

*NoTE: In the event of adding the Tech Stats, this limit becomes 4 Primary and 2 Secondary per stat. If Tech is merely replacing an existing stat, the limit is unaffected. If a stat is removed (say a non-magic dungeon), the limit is raised to 5 primary and 5 secondary.


This dungeon type will begin with 250 energy points to spend. (About 20 points per challenge)

Using the information below, a dungeon with nothing but "Primary, Default" and "Secondary, multiplier x1" challenges, would cost 204 energy.

But of course, no one wants such a bland dungeon, right?

That's where Modifiers come in. Instead of just spamming every challenge with Primary and Secondary effects, mix it up. Make some challenges deceptively nasty seeming by adding two secondary effects, then weaken it a lot. Or make a Primary Challenge suddenly insanely tough. Even worse, make it a miniboss!

To limit players from making certain challenges simply have huge penalties, then make a single almost unbeatable one, primary challenges must be limited to no more than 5 (plus 2 per level of characters entering) modifiers. Including adding secondary challenges or modifiers to secondary challenges.

P.S. Yes, Miniboss and Boss are modifiers, so they count as one of the 5.


The system is relatively untested, and will be tweaked as players drop suggestions in on it.

But for now... Here you are!


Challenge Type: Primary, Default.
Triggers: Primary, Automatically when starting a stage choice.
Base Challenge Rating: 16
Cost to Set: 10 energy. Base Modifier is 0.
Effectiveness (Balanced): 50%
Damage: 1 per point failed by.
Modifying: +1 Challenge Rating costs 3 energy and +1 Base Modifier.
(reverseable to -1 challenge rating for -3 energy and -1 base modifier.)

Description: A typical encounter for a level 0. These cost very little to put out and are your base attacks. A character with balanced stats has a 50%chance of success against this encounter. And even with a total fail (1), they would only take 10 damage. As a primary trap, it's cheap but slightly ineffective, should likely be used as filler for otherwise empty rooms.

Challenge Type: Secondary, multiplier x1.
Triggers: when failing a primary challenge.
Base Challenge Rating: None, auto-scales to Primary Roll fail.
Cost to Set: 7 energy + (2x Base Modifier)
Effectiveness (Balanced): Same as Primary of the room.
Damage: Equal to Primary Damage.
Modifying: 50% more damage (rounded down) for +4 energy and + 1x Base Modifier. (can be taken multiple times)

Description: A typical additional challenge, useful for injuring stats with high Ability Score, as the ability score is ignored. The weakness of this trap type is that if the character is very tough in the primary stat, this will likely not do very much damage, if any at all.

Challenge Type: Secondary, Tough Roll.
Triggers: When failing a primary challenge.
Base Challenge Rating: 21
Cost to set: 7 energy + (2x Base Modifier)
Effectiveness (Balanced): 75%
Modifying: +1 Challenge Rating costs 1 energy + 1x Base Modifier.

Description: An advanced challenge doing more damage by having a tougher challenge roll. Due to it being a secondary challenge, it only activates if the Primary Challenge is failed, so the cost is substantially lowered compared to the Primary Challenge.

Challenge Type: After, Dead End.
Triggers: After defeating a challenge.
Base Challenge Rating: none.
Cost to Set: 15 energy.
Effectiveness (Balanced): None
Modifying: None.

Description: A simple dead-end path. This kicks in after a challenge is completed, when the Adventurer realizes they must go back and complete a different challenge on this stage to continue. Useful for "encampments" to force the player to take a challenge after resting, but may be placed anywhere. Especially useful for making mazes with many branching options, but the high cost means it should be used sparingly.

Challenge Type: After, Encampment.
(EDITED! Encampment is now an after-effect on a challenge, forcing a player to defeat a challnge before entering the encampment area. Courtesty of Pheonix who indirectly alerted me that replacing a challenge entirely with an encampment seems unbalanced.)
Triggers: After defeating a challenge.
Base Challenge Rating: None.
Cost to set: Restores Gain 50 energy. Base Modifier is 5.
Effectiveness (Balanced): None
Modifying: Still being tweaked.

SPECIAL: A space with an encampment on it may have up to 2 additional modifiers on the challenge, forcing players to face a difficult task to reach the encampment's safety.

Description: A safe place for players to rest and recover. This "challenge" is typically added to larger dungeons with many branched paths in order to get more energy for higher range challenges. The rules for balancing encampments are still being worked out, but obvious attempts to abuse the system (such as placing encampments in the first stage so later stages can be super-powered), are not allowed. GM will rule if an encampment is valid or not.

Encampments restore up to 20 Points to a player (typically starting with Willpower), in any way the player sees fit, up to max points.

Challenge Type: Hidden (Single Trait, modified for hide-all).
(EDITED: This version of hidden may now be used to hide a single trait only (such as Encampment, or a particularly nasty 2nd challenge), but you still put "hidden" in for that trait. Cost reduced dramatically to scale for variation of encampment.)
Triggers: Pre-Battle.
Base Challenge Rating: None.
Cost to set: 0 energy + Base Modifier x2
Effectiveness (Balanced): None.
Modifier: Hide-All. Costs 5 more energy, no base modifier increase in cost.

Description: Sometimes challenges are just meant to not be seen. From a well placed trap, to an ambush party, or a sexual curse over an area. Hidden challenges are simply listed as (Hidden) in the choices, allowing for the Villain to make the player question wether or not it's the right way to go.

RP should still be leading up, but make the player think twice about what they may encounter. Having creative hints is encouraged, and making it seem like a good idea to take this path is always a fun thing to do. A hidden encampment is a common occurance, to make the player avoid taking the bonuses and restoring their life, but the balance is the cost of 20 energy to hide an encampment. Almost half of what you would gain from the encampment itself.

(One possible RP approach for a hidden encounter is to play it as if it was a safe encampment when the character enters, then hit her with the challenge the next post in, ruining her hopes of restoring lost points. :p )

Challenge Type: Miniboss
Triggers: Primary + Secondary Challenge modifier.
Base Challenge Rating: Special.
Cost to set: Special.
Effectiveness (Balanced): Special.

Description: Sometimes just ordinary challenges won't cut it. The Miniboss is a special challenge that players will occasionally run across.

To create a Miniboss, use the typical stats from above, but add 50% to the final cost to create (rounded up if necessary).

In order to beat this boss now, the player must actually Succeed at the roll. Meaning a failed roll will cause damage and the player is not able to pass the challenge as they would other challenges. However, the Miniboss will be given a -2 to their challenge rating for each attempt a player makes, which slowly adds up to their defeat, if the player can survive the attacks, that is.

After failing a miniboss challenge, the Adventurer may choose to flee and try the other challenge in the stage, thus avoiding the miniboss... However the damage is likely already done.

Challenge Type: End-Boss (May or may not be the Villain, but it will end a dungeon if defeated)
Triggers: Primary + Secondary Challenge modifier.
Base Challenge Rating: Special.
Cost to set: Special.
Effectiveness (Balanced): Special.

Description: Similar to the miniboss in every way, except add 100% to the final cost to create instead of 50%.

The boss has one extra, special quality. Since the End-Boss is always in the final stage, it can NOT be avoided, and it may have TWO Primary Challenges.

If both primary challenges are beaten, the boss is defeated.

If only one is beaten, the boss is considered weakened, but will continue to fight, using BOTH Primary Challenges as attacks, until the second one is cleared as well.

That means (as an example) no matter how many times someone beats the boss' combat challenge, if they can't clear the Lewd Challenge, they'll simply be fucked into submission anyhow!

Both challenges will be given the same -2 per round as the Miniboss though, so make sure your boss has decent stats if you don't want to be defeated too quickly!
 
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