Well, after the dismal failure of my first attempt at a CYOA (too complex, not enough time to invest), I've decided to try another one. This one I will attempt to write out the sex/rape scenes, although I'll warn you that it will most likely be in a somewhat abstract form that leaves more to your imagination rather than going into overly explicit detail. The premise is treasure hunting - really, it's a form of Indiana Jones. I'll be designing temples, caves, and ruins for you all to explore and hopefully nab some expensive artifacts to fence.
The heroine, who will probably remain unnamed, has just been released from prison after getting arrested for theft of a precious relic. Your job is to acquire funds from the ruins and purchase equipment that will help her on her next adventures. And without further ado...
After she was finally released from the prison she had lounged in for the past few months, she wandered around town, trying to gather her bearings. Thankfully, the little place hadn't changed much while she was incarcerated, but she needed a way to earn some cash - and fast. Her personal effects had been noticeably reduced from what she remembered when the officials had returned them to her - including her money. She only had ten gold, her trusty grappling hook, and the clothes on her back to her name.
Of course, she wasn't about to give up her way of life just because she'd been captured by the authorities; she would just have to be a little more careful on her next jobs. Because that's what her job was, really - she was a professional thief, an acquisitioner of rare artifacts and expensive relics. Heading back to her old haunt, she learned of a relatively easy job - just an old temple which was rumored to be hiding a gold idol within its depths. She'd need to purchase supplies, though. There was no way she was going down there as unprepared as she was. This particular merchant didn't really have a very wide selection, but he did have a couple rare items of interest...
Current funds: 10G
Merchant's wares:
Tentacle ward: 1500G
This is an amulet that is rumored to be a ward of some sort against tentacle creatures. Good luck getting your hands on one, though!
Restorative potion (1mL): 2G
This is a wondrous potion that will re-energize the drinker. However, for this cheap of a price, it really won't have much of an effect...
Restorative potion (10mL): 20G
A bit more of the restorative potion, held in a lightweight flask instead of a tiny tube. This will help somewhat, but really should only be used for minor recovery.
Restorative potion (100mL): 50G
Of course you'll be rewarded with a better deal when you buy in bulk. This holds ten times the amount of potion than usual, and will even give you more than one usage with just one flask!
Never-ending flask: 700G
This wondrous flask (strangely, it's somewhat cold to the touch) will store an almost infinite amount of any liquid! Popular with adventurers like her, it's a fantastic tool for traveling light yet being prepared for anything. But look at that price tag....
Adventurer's clothes: 5G
A set of nondescript clothes for women. Occasionally, when spelunking and running and jumping and doing the other things adventurer's are required to do (not to mention those dastardly monsters...), her clothes may get ripped, burned, frayed, stolen, removed, or otherwise destroyed, so it's always handy to have a spare set in your satchel.
Short Sword: 30G
Your basic sword, handy for defense against any who might wish you harm. Efficient, lightweight, inexpensive, and of course sharp, you can't go wrong with this purchase!
[Just post what you'd like her to buy and in what quantity. Remember, right now you only have 10G to spend. Basic exploration necessities such as food, water, torches and such will always be with you so you won't have to worry about such things.]
Setting off toward the ruins, she found it within a few days; it wasn't too much of a hike. The only problem with the journey was that it was sort of in the desert - rather hot and very dry. Once she entered the heavy stone doors, however, she found that it was quite cool within the stone halls, and wiped the sweat off her brow in relief. She pulled out a torch and lit it, and was immediately faced with a choice - the path split off into separate directions in a strange Y-shape. Which to head down...? The one to the left seemed to slope downward. Logic reasoned that the idol was kept as deep in the ruins as possible. However, as she peered down it, holding the torch high, she caught a strange glistening coming off the walls as it curved out of sight, a shimmering that was absent from the hallways curving off to the right. She felt a sense of foreboding from that glistening... as if it was the precursor to something rather unpleasant.
Choice 1:
A: Head down the left path.
B: Head down the right path.
Update: Here are the current rules I'm using for this CYOA.
This spoiler is the important stuff: You can fail quests, and you can die. There are hefty penalties to both. I'd suggest reading this section.
This spoiler section is just for those curious as to how I'm determining successes or failures on our various activities. Helpful, but not essential for you to play.
The heroine, who will probably remain unnamed, has just been released from prison after getting arrested for theft of a precious relic. Your job is to acquire funds from the ruins and purchase equipment that will help her on her next adventures. And without further ado...
After she was finally released from the prison she had lounged in for the past few months, she wandered around town, trying to gather her bearings. Thankfully, the little place hadn't changed much while she was incarcerated, but she needed a way to earn some cash - and fast. Her personal effects had been noticeably reduced from what she remembered when the officials had returned them to her - including her money. She only had ten gold, her trusty grappling hook, and the clothes on her back to her name.
Of course, she wasn't about to give up her way of life just because she'd been captured by the authorities; she would just have to be a little more careful on her next jobs. Because that's what her job was, really - she was a professional thief, an acquisitioner of rare artifacts and expensive relics. Heading back to her old haunt, she learned of a relatively easy job - just an old temple which was rumored to be hiding a gold idol within its depths. She'd need to purchase supplies, though. There was no way she was going down there as unprepared as she was. This particular merchant didn't really have a very wide selection, but he did have a couple rare items of interest...
Current funds: 10G
Merchant's wares:
Tentacle ward: 1500G
This is an amulet that is rumored to be a ward of some sort against tentacle creatures. Good luck getting your hands on one, though!
Restorative potion (1mL): 2G
This is a wondrous potion that will re-energize the drinker. However, for this cheap of a price, it really won't have much of an effect...
Restorative potion (10mL): 20G
A bit more of the restorative potion, held in a lightweight flask instead of a tiny tube. This will help somewhat, but really should only be used for minor recovery.
Restorative potion (100mL): 50G
Of course you'll be rewarded with a better deal when you buy in bulk. This holds ten times the amount of potion than usual, and will even give you more than one usage with just one flask!
Never-ending flask: 700G
This wondrous flask (strangely, it's somewhat cold to the touch) will store an almost infinite amount of any liquid! Popular with adventurers like her, it's a fantastic tool for traveling light yet being prepared for anything. But look at that price tag....
Adventurer's clothes: 5G
A set of nondescript clothes for women. Occasionally, when spelunking and running and jumping and doing the other things adventurer's are required to do (not to mention those dastardly monsters...), her clothes may get ripped, burned, frayed, stolen, removed, or otherwise destroyed, so it's always handy to have a spare set in your satchel.
Short Sword: 30G
Your basic sword, handy for defense against any who might wish you harm. Efficient, lightweight, inexpensive, and of course sharp, you can't go wrong with this purchase!
[Just post what you'd like her to buy and in what quantity. Remember, right now you only have 10G to spend. Basic exploration necessities such as food, water, torches and such will always be with you so you won't have to worry about such things.]
Setting off toward the ruins, she found it within a few days; it wasn't too much of a hike. The only problem with the journey was that it was sort of in the desert - rather hot and very dry. Once she entered the heavy stone doors, however, she found that it was quite cool within the stone halls, and wiped the sweat off her brow in relief. She pulled out a torch and lit it, and was immediately faced with a choice - the path split off into separate directions in a strange Y-shape. Which to head down...? The one to the left seemed to slope downward. Logic reasoned that the idol was kept as deep in the ruins as possible. However, as she peered down it, holding the torch high, she caught a strange glistening coming off the walls as it curved out of sight, a shimmering that was absent from the hallways curving off to the right. She felt a sense of foreboding from that glistening... as if it was the precursor to something rather unpleasant.
Choice 1:
A: Head down the left path.
B: Head down the right path.
Update: Here are the current rules I'm using for this CYOA.
This spoiler is the important stuff: You can fail quests, and you can die. There are hefty penalties to both. I'd suggest reading this section.
I'd like to keep this CYOA as simple as possible, in contrast to my last one, allowing more room for creativity. There are, however, going to be several mechanics to determine failures and successes and Game Overs.
First off, yes, you can fail quests. Breaking a door that is the only path to the goal is one way - if you can't get to the treasure, you'll fail the quest and lose half your gold (in addition to whatever supplies you may have used on your trip).
You can also get a Game Over. If you get a Game Over, the story stops. There is no restarting, no second chances, no nothing. There are two methods to getting a GO. First, you can die. Some traps in the dungeons we'll encounter will be lethal, and if we don't avoid them, our brave heroine will go the way of many other adventurers before her, her bones joining the rest of the unnamed masses. The other method is getting trapped by a creature with no way out. For example, certain tentacle monsters actually have the capability of developing a symbiotic relationship with a woman they ensnare, feeding off of her while providing her with nourishment and enough nutrients for her to last more or less indefinitely in its grasp (all while fucking her brains out, of course!). However, there are methods of placating even these frightening creatures even if trapped in one's clutches. There are rumors that breast milk can actually lull these creatures into a comatose state for a short time.... But of course that's never been confirmed.
Anyway, the point of all that is this: let's say we do get trapped by one of these monsters, there will always be some sort of way to deal with them - if we have prepared appropriately! If we don't have whatever item we need to break free of the trap, it's Game Over. This is why we always want to be as well-equipped as possible when venturing into a dungeon!
First off, yes, you can fail quests. Breaking a door that is the only path to the goal is one way - if you can't get to the treasure, you'll fail the quest and lose half your gold (in addition to whatever supplies you may have used on your trip).
You can also get a Game Over. If you get a Game Over, the story stops. There is no restarting, no second chances, no nothing. There are two methods to getting a GO. First, you can die. Some traps in the dungeons we'll encounter will be lethal, and if we don't avoid them, our brave heroine will go the way of many other adventurers before her, her bones joining the rest of the unnamed masses. The other method is getting trapped by a creature with no way out. For example, certain tentacle monsters actually have the capability of developing a symbiotic relationship with a woman they ensnare, feeding off of her while providing her with nourishment and enough nutrients for her to last more or less indefinitely in its grasp (all while fucking her brains out, of course!). However, there are methods of placating even these frightening creatures even if trapped in one's clutches. There are rumors that breast milk can actually lull these creatures into a comatose state for a short time.... But of course that's never been confirmed.
Anyway, the point of all that is this: let's say we do get trapped by one of these monsters, there will always be some sort of way to deal with them - if we have prepared appropriately! If we don't have whatever item we need to break free of the trap, it's Game Over. This is why we always want to be as well-equipped as possible when venturing into a dungeon!
This spoiler section is just for those curious as to how I'm determining successes or failures on our various activities. Helpful, but not essential for you to play.
Old rules:
Current rules:
As for the mechanics of determining whether or not our adventurer succeeds or fails in her activities, I'm going to be using a very simple Stamina/Health system. We have twenty possible Exhaustion, starting at zero. Lots of things contribute to Exhaustion. Passage of time, getting wounded, exerting strenuous effort all contribute. Being raped the most notable of these, each rape session dealing a significant amount of Exhaustion damage. Every point of Exhaustion equals -1 to all dice rolls. Based on the difficulty of whatever task we're trying to accomplish, I will more or less arbitrarily assign a number to beat with our trusty d20, which will range from one to twenty.
Example: When attempting to infiltrate an orc camp, scaling a ten-foot fort wall with a grappling hook would likely have a difficulty of 2. Only a roll of 1 would fail this check if we have just set out on our quest. However, if we've just emerged from a dungeon, we're probably tired from our quest... let's say the passage of time has given us Exhaustion +2. We're a little tired, but the task is still pretty easy (rolling 4-20 is success). Let's say we almost got caught in a deadly trap of blades and got scraped up a bit... Exhaustion +2. Let's furthermore say that we failed a certain riddle and got raped. Getting raped is the heaviest contributor toward Exhaustion... this one only lasted an hour or two, but we're still getting Exhaustion +5 from it, for a total of Exhaustion +9. Now our heroine is dead on her feet tired, and even a task as simple as throwing a grappling hook over a wall and climbing it is just as likely to fail as it is to succeed. The check for this hypothetical situation would be a whopping 11, requiring a roll of 11-20 to succeed.
Potions will reduce this number, but the best way to keep ourselves out of the danger zone is... duh.... rest! Resting will be more or less possible whenever we want to. However, if we're in a dungeon, most of the area will be deemed "unsafe." This means that if we decide to rest, there will be a die roll. If we fail, there will be a random encounter with a monster... and we won't be rested for the encounter. However, I will let you know if we discover a "safe" area for us to rest in - there will almost always be at least one in every dungeon. Although it will usually be hidden, we can always return to it to rest once we've found it.
Example: When attempting to infiltrate an orc camp, scaling a ten-foot fort wall with a grappling hook would likely have a difficulty of 2. Only a roll of 1 would fail this check if we have just set out on our quest. However, if we've just emerged from a dungeon, we're probably tired from our quest... let's say the passage of time has given us Exhaustion +2. We're a little tired, but the task is still pretty easy (rolling 4-20 is success). Let's say we almost got caught in a deadly trap of blades and got scraped up a bit... Exhaustion +2. Let's furthermore say that we failed a certain riddle and got raped. Getting raped is the heaviest contributor toward Exhaustion... this one only lasted an hour or two, but we're still getting Exhaustion +5 from it, for a total of Exhaustion +9. Now our heroine is dead on her feet tired, and even a task as simple as throwing a grappling hook over a wall and climbing it is just as likely to fail as it is to succeed. The check for this hypothetical situation would be a whopping 11, requiring a roll of 11-20 to succeed.
Potions will reduce this number, but the best way to keep ourselves out of the danger zone is... duh.... rest! Resting will be more or less possible whenever we want to. However, if we're in a dungeon, most of the area will be deemed "unsafe." This means that if we decide to rest, there will be a die roll. If we fail, there will be a random encounter with a monster... and we won't be rested for the encounter. However, I will let you know if we discover a "safe" area for us to rest in - there will almost always be at least one in every dungeon. Although it will usually be hidden, we can always return to it to rest once we've found it.
[I'm changing the rules of exhaustion a bit. I'll be calling it Stress, but it's really going to refer to Exhaustion/Stress. I'm also dividing any actions that require a die roll into three levels of difficulty, appropriately dubbed easy, medium, and hard. Exhaustion will also be divided into levels, and depending on what level we're at, we'll get a penalty to rolls for each task. Here's the chart:
0-5 Stress: no penalties
6-10 Stress: -2 for hard tasks, -1 to medium tasks, no change for easy tasks
11-15 Stress: -5 for hard, -3 for medium, -2 for easy, she'll most likely have to take a short break after any actions requiring a roll
16-20 Stress: -10 to hard, -7 to medium, -5 to easy, she'll be desperate for a rest, and must lie down for a while after any actions requiring a roll. May fall asleep, which may lead to an encounter with a monster.
21+ Stress: -15 to hard, -10 to medium, -10 to easy, she might simply pass out from the strain, which will almost certainly lead to an encounter with a monster, and almost certainly lead to an inescapable situation... ie game over
I'm also allowing players to attempt to leave the dungeon any time they want. This is mostly because there are going to be some dungeons that are unbeatable until you get an item from another dungeon, so once we run out of things to do, we simply leave and come back another time. (Hint: this is why you always want to keep a reserve of gold available.) I'll be putting a "leave dungeon" option available whenever applicable.
0-5 Stress: no penalties
6-10 Stress: -2 for hard tasks, -1 to medium tasks, no change for easy tasks
11-15 Stress: -5 for hard, -3 for medium, -2 for easy, she'll most likely have to take a short break after any actions requiring a roll
16-20 Stress: -10 to hard, -7 to medium, -5 to easy, she'll be desperate for a rest, and must lie down for a while after any actions requiring a roll. May fall asleep, which may lead to an encounter with a monster.
21+ Stress: -15 to hard, -10 to medium, -10 to easy, she might simply pass out from the strain, which will almost certainly lead to an encounter with a monster, and almost certainly lead to an inescapable situation... ie game over
I'm also allowing players to attempt to leave the dungeon any time they want. This is mostly because there are going to be some dungeons that are unbeatable until you get an item from another dungeon, so once we run out of things to do, we simply leave and come back another time. (Hint: this is why you always want to keep a reserve of gold available.) I'll be putting a "leave dungeon" option available whenever applicable.
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