[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
How would you run a long, suspenseful, and satisfying "women
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 255
Thread images: 88
File: sarnoff-predicament-1955.jpg (353 KB, 1272x1600) Image search: [Google]
sarnoff-predicament-1955.jpg
353 KB, 1272x1600
How would you run a long, suspenseful, and satisfying "women in peril" campaign?
>>
>>43451534
Make the players the women in peril.
>>
>>43451534
Lots of peril, women.
>>
File: 1431887762752.jpg (927 KB, 642x1000) Image search: [Google]
1431887762752.jpg
927 KB, 642x1000
>>43451540
>Make the players the women in peril.
PRINCESS CAMPAIGN IS GO!!!
>>
>>43451534
Present day Africa - bunch of local ladies do their best not to get killed / enslaved / raped / mutilated.
>>
>>43451534
ITT: things I'd actually play.

huh.
>>
>>43451534
How would you run a long campaign about that?
Best I can think of is one long escort mission, and that sounds like hell

>>43451540
>>43451586
That could actually be interesting, would have to take steps to keep the PCs underpowered, but not powerless to escape though

>>43451658
Ideas?
>>
File: Silk in the Glen.png (564 KB, 1349x1797) Image search: [Google]
Silk in the Glen.png
564 KB, 1349x1797
>>43451534
>How would you run a long, suspenseful, and satisfying "women in peril" campaign?

I would be a little surprised if someone hadn't already attempted to make a rule system that emulated the genre.
>>
>>43451534
By playing different game with different theme
>>
>>43451703
>How would you run a long campaign about that?

>A group of young women is cursed
>Peril are now supernaturally drawn to these women
>The GM awards experience points to the players for escaping perilous situations

The tricky bit would be making the dangers genuinely dangerous without making them so deadly that character longevity becomes impossible.
>>
>>43451813

I am reminded of the Final Destination flicks.
You'd have a game where bad situations replace monsters.
I'm not sure it can be pulled off, but it sounds interesting.
>>
>It keeps happening
>>
>>43451540
This would actually be an interesting idea. Everyone makes a princess that's been captured by the bbeg, and have to negotiate with him and his minions to escape. Hell, the climax could be them appealing to the bbeg to spare the adventurers that came to save them while they are in the dungeons awaiting their executions.
>>
>>43451813
Make it sexual peril.
>>
>>43451926
Lets come up with a few nonsexual ideas to mix into magical realm, despite how you'd think it's not really that fun to go full lewd all the time, adventures with a bit of lewd is best
>>
File: 1439575450070.jpg (223 KB, 827x1169) Image search: [Google]
1439575450070.jpg
223 KB, 827x1169
>>43451926
>>43451981
>Lets come up with a few nonsexual ideas to mix into magical realm, despite how you'd think it's not really that fun to go full lewd all the time, adventures with a bit of lewd is best
Indeed, games can't run on Lewdness alone...
>>
File: 201506201724066[1].jpg (24 KB, 538x307) Image search: [Google]
201506201724066[1].jpg
24 KB, 538x307
>>43451540
>Make the players the women in peril.
D-dare you enter my magical realm?
>>
File: Time to oil up.png (412 KB, 1000x700) Image search: [Google]
Time to oil up.png
412 KB, 1000x700
>>43452248
>red seibah
>>
>>43451540
>>43453172
Would love to play this to be honest. Even better if it looks like the pic.
>>
What sort of system would be best for this?
It's gotta be something that rewards trying to escape or out think an opponent than out fighting one
>>
File: CIESLEKUkAEIHSQ[1].jpg (46 KB, 600x441) Image search: [Google]
CIESLEKUkAEIHSQ[1].jpg
46 KB, 600x441
>>43453205
>Even better if it looks like the pic.
It's called "Parasite in City"
>>
>>43453427
Does it come in English? I bet it would be fun as an RP.
>>
Damsel: The Kidnapping.

Players are damsels supernaturally cursed to be kidnapped, held hostage for ransom and put in general perilous situations.

But those damsels are without some blessings. Villains kidnapping them are also cursed with stupidity when in proximity. They could have killed, raped or sold all these damsels but for some reason prefer to put them in elaborate death traps instead.

On a more humorous note, some damsels (high level ones) have been kidnapped to often they become jaded with those situations. (There should be a jadeness scale like humanity in vampire)
>>
>>43453627
it's just a platformer. No dialog.

it's pretty fuckin hot, desu.
>>
>>43455726
Eh, I wouldn't try to make them supernaturally kidnapped, I'd just have them in a bad situation that would take a long time to extract themselves from, like trapped behind the lines of a hostle empire that has reasons for wanting them dead
>>
>>43451813
>The tricky bit would be making the dangers genuinely dangerous without making them so deadly that character longevity becomes impossible.
Again, what's a good system for solving encounters via skills rather than fights?
>>
>>43458540
GURPS Lite would be a very good choice, as would just about any narrative system, like Wushu, PDQ, Risus, or the Pool. I can also highly recommend Amp: Year One. It's a superhero rpg that just came out with an unusual statless system that uses skills, powers and Loyalties (friendship, love, self-preservation, etc). Just get rid of the powers and it makes for a really good "normals"system. I ran a one-shot with it recently and really liked how things flowed.
>>
File: kim-bauer.jpg (28 KB, 500x277) Image search: [Google]
kim-bauer.jpg
28 KB, 500x277
>>43455726
Worked for a few seasons, anyway.
>>
>>43459479
>Amp: Year One. It's a superhero rpg that just came out with an unusual statless system that uses skills, powers and Loyalties (friendship, love, self-preservation, etc). Just get rid of the powers and it makes for a really good "normals"system. I ran a one-shot with it recently and really liked how things flowed.
That actually sounds like a really good fit
>>
>>43458288
Expand on this. What would make it hot?
>>
Two gm rotations ago, the fucker really liked sunless sea. He's our current cleric.

Turns out an npc we had been escorting for the campaign? Figment of our imagination. We'd all been going a bit mad. He was taking notes on ooc chatter about our situation and used it to determine her course of action and desires. And she was able to reward us because magic, i guess.
>>
>>43461295
Anyway. The distress was that if we dropped below 60 on our sanity metres, she disappeared. We hit 100, she became real. But she wasn't ready for that. So she had to keep us crazy. But not too crazy. While following those notes.
>>
>>43461263
>What would make it hot?
I don't understand the question
>>
>>43461320
The adventure you mention, how would you make it arousing to play?
>>
>>43461596
I assume the fetish is women in peril, I lack that fetish so most of my suggestions would fit any sort of game.

But I saw focus on making it fun first, then sprinkle fetish in to taste
>>
>>43461596
Bondage, lots and lots of bondage
>>
>>43451603
>Present day Germany
Fixed
>>
>>43461821
No, no, we need many more fetishes, for the different types of peril the women are in.

>>43463649
Sign and tie me up!
>>
You basically don't because the whole point seems to be the lady dangling over the dangerous thing, meaning that the actual story leading up to it would have to be cut, and if you last for a while you end up with the John Cena Problem ("That lady sure is going to fall into that hole! (Context: she has been threatened with falling into a hold a thousand fucking times and hasn't)").
>>
File: HoodedClaw.jpg (76 KB, 279x296) Image search: [Google]
HoodedClaw.jpg
76 KB, 279x296
The threat of a suitor who wants to steal your fortune constantly looms over you.
>>
>>43465744
The ones I'd really want are femdom, vore, and dragonesses though. So I'm probably not the best to ask
>>
>>43466020
>HoodedClaw
>Has neither Hood nor Claw

Step it up.
>>
It's possible that combining expendable characters and some kind of meta resource that carries over from character to character might be the solution to the story problem.

>>43465744
bitches fighting other bitches
>>
>>43467725
>bitches fighting other bitches
You gotta have some guys too!
>>
>>43467907
y_tho.jpg
>>
>>43468216
For rape!
>>
File: 1328626498778.jpg (471 KB, 953x1277) Image search: [Google]
1328626498778.jpg
471 KB, 953x1277
Would it be better for the characters to be ordinary people who find themselves in somewhat perilous situations, or extraordinary people who find themselves in extremely perilous situations?
>>
>>43468459
The former sounds most appealing, but I bet either could be fun. Give a few examples of both.
>>
>>43468357
Girls can rape girls

>>43468459
I would say either, though it depends on what you mean by extraordinary. Princess Peach would fit perfectly for this, Wonder Woman not so much, ...OK maybe Wonder Woman's a bad example, but superpowered women probably wouldn't fit good
>>
>>43468665
>Girls can rape girls
That's not the same degree of threat.
>>
>>43468357
Yes, but it's not a fight if the winner is 100% predetermined by misogyny universe rules.
>>
>>43468486
I was thinking "Princesses without much in the way of useful skills get thrown in the castle dungeon by an evil vizier as part of a coup, then have to escape their cells and sneak past some low-level peasants, and possibly stop the coup" and "Secret agents with a wide variety of useful skills get kidnapped by a supervillain while trying to infiltrate his volcano lair, then have to escape his elaborate death traps and hundreds of minions, and stop him from taking over the world", respectively.
>>
>>43468709
I want a fight, with a chance at success, but with consequences for failure too.
>>
>>43468693
Lies, lack of a dick could lead them to be more creative with what they use instead
>>
>>43468715
That makes both sound very appealing. I'm wanting the play the princess right now, but that's probably because it's the more uncommon premise.
>>
>>43460989
I was surprised at how well it works. The Loyalties drive the characters without feeling like they're taking control from the players.
>>
>>43468459
This is presumably official promotional art.
>>
File: 1415378512360.webm (536 KB, 480x480) Image search: [Google]
1415378512360.webm
536 KB, 480x480
>>43469172
It is made by the French, after all.

Actually, a Totally Spies campaign would answer OP's question pretty well.
>>
>>43468459
>fumble key into lock on wrist
>push key against body to rotate while in lock
>once hand is free, remove glove
>use free hand to unlock other wrist
>then neck, belt and ankles
>be free apart from gag and belt with chain dangling between legs
>>
>>43469369
The hardest part is getting the first mitten off. Would be really hard to get any traction with just one hand. Also, the rope between the wrists would seriously limit how much you could rotate your arm or brace it against your body.
>>
>>43468693

Guys rape guys with dicks.
Girls use heated hair curlers, Gun barrels and cactii.
>>
>>43470072
Fine, but which of those is the hotter threat?
>>
>>43470287
heated hair curlers
>>
>>43470287
Hair curlers
But being raped with something dangerous that your rapist has control over like a gun is sexy too
>>
>>43470336
>>43470378
Well, yes, physically hot, but which is most arousing? inb4 hair curlers
>>
>>43470396
A girl abusing another by raping them with something that doesn't necessarily, but could, do a lot of damage, especially if she's taunting her victim the whole time
>>
>>43470459
Now I want to know how this could be squeezed into a scenario like these >>43468715
>>
File: gFpgqHb.png (4 MB, 1920x1280) Image search: [Google]
gFpgqHb.png
4 MB, 1920x1280
>>43470459
>something that doesn't necessarily, but could, do a lot of damage

So, lightbulbs?
>>
>>43469226
Does anyone have the charts of which fetishes are in which Totally Spies episodes?
>>
>>43470505
First one, vizer is a chick and wants to torment the former king's daughter, person hunting her is a chick and wants to torment one of those uppity nobles

Second one would simply be villain is a chick and deathtraps for when the secret agent is captured are very sexual in nature
>>
>>43470509
That's one messed up way to be creative with household items.
>>
>>43470509
Do not clench, do not clench, do not clench...
>>
File: totally spies fetishes season 1.png (615 KB, 2832x4536) Image search: [Google]
totally spies fetishes season 1.png
615 KB, 2832x4536
>>43470532
I sure do.
>>
>>43471200
>>
File: totally spies fetishes season 2.png (592 KB, 2832x4536) Image search: [Google]
totally spies fetishes season 2.png
592 KB, 2832x4536
>>43471239
>>
>>43471273
>>
File: totally spies fetishes season 3.png (582 KB, 2832x4544) Image search: [Google]
totally spies fetishes season 3.png
582 KB, 2832x4544
>>43471302
>>
>>43471200
>>43471239
>>43471273
>>43471302
>>43471332
Thank you. I've just seen an episode and I'm trying to decide which to see next and which girl is my fave.

Isn't there a S4 as well?
>>
>you will never play in an original BBB concept game where it was a KAMB type grind
>>
>>43473361
I kind of want this but in reverse so that the swarm of bikini warriors meet their demises at the hands of my upgraded bikini warrior, but in general yes.
>>
File: Totally_Spies_RPG.pdf (1 B, 486x500) Image search: [Google]
Totally_Spies_RPG.pdf
1 B, 486x500
>>43469226
Here you go!
>>
>>43463795
Have you ever even been here?
>>
>>43468459
>>Would it be better for the characters to be ordinary people who find themselves in somewhat perilous situations, or extraordinary people who find themselves in extremely perilous situations?
A more "caught snooping" low level setting with relatively ordinary characters could be interesting, assuming you wanted to highlight the characters being a little out of their depth with the situations they have to handle. Might make the players a bit more receptive of the idea that sometimes their characters will lose fights, sometimes they'll completely fail stealth, and sometimes someone will get the drop on them, but that's not a game over, and there a comebacks to be had.

Like escaping, rescuing comrades, overhearing clues about the badguys, etc.
>>
File: lady-tantei.jpg (401 KB, 800x640) Image search: [Google]
lady-tantei.jpg
401 KB, 800x640
>>43453371
>>It's gotta be something that rewards trying to escape or out think an opponent than out fighting one
So a general focus on most of the characters being specialists in social/sneaking/tech, who get in trouble if the badguys get the drop on them.

A more combative character has moderate ability to take out a couple of mooks at opportune times , but can still be outnumbered/captured in ambush.

I say this class be titled Faux Action Girl.
>>
>>43477599
>A more combative character has moderate ability to take out a couple of mooks at opportune times , but can still be outnumbered/captured in ambush.
Probably would have to get the drop on them or have an advantage for anything more than one on one
>>
File: girl_detective_01_by_we_r_nomad.jpg (130 KB, 550x757) Image search: [Google]
girl_detective_01_by_we_r_nomad.jpg
130 KB, 550x757
>>43479119
>probably would have to get the drop on them or have an advantage for anything more than one on one
Yeah. Might need to play diversions through team work to give Faux Action girl a chance to take out the lone meathead. It's not that she can't kick ass, it's just the genre conventions of the setting she's in aren't tweaked to support the one man army badass. It's tweaked around capture/peril/escape.
>>
>>43480650
Any other "class" ideas?
>>
>>43451534
With a healthy dosage of rule 63.
>>
As someone who is actually running a campaign similar this currently, albeit in a more freeform capacity, I'll chime in with what I have learned.

Making the players the women/damsels is probably the best way to go, since it puts them in the thick of the action and the danger. Of course, you could also play an evil campaign in which the players are the moustache twirling villains, but I'm not sure how you'd go about that.

Combat or violent encounters have, thus far, been handled by descriptions. The characters in this campaign are actually very competent - one is a skilled gunfighter and the other two powerful magicians - so trying to balance it so that it is fair is important. Simple dice would work well, but if you have good players you can rely on them to be fair with freeform descriptions. After all, they enjoy losing to the baddies as much as they enjoy winning. You can also throw varied enemies at them who will be able to exploit their weaknesses - our gunslinger had little trouble against pirates, but when up against ghosts she ended up getting dragged off and trussed up somewhere.

With peril, I generally try to avoid bad ends given the fun and narrative nature of this campaign. A more established system wouldn't have this 'limitation' and, if your players are so inclined, they may fall victim to ghastly traps or end up someone's slave girl. If, like me, you don't want to make the campaign too lethal, then have the consequences of failure be something other than death/bad end. Perhaps they get rescued by someone they hate and owe them a debt, perhaps they just get tighter or more embarrassing bondage, or perhaps the gallows they were on was just a fake and they captor was messing with them. As with any campaign, you as the GM can pull shit out of your ass and keep things going in the event of the player(s) failing.

cont.
>>
File: 1316923167412.jpg (27 KB, 640x480) Image search: [Google]
1316923167412.jpg
27 KB, 640x480
>>43484247
On the art of escaping from peril/bondage: assuming it can be escaped from, you want there to be several solutions, but not to make it too easy or direct. This can be difficult, but I've learned that you should never underestimate players' ingenuity. Describe the room they're in, what items of furnishings are in it etc, and encourage them to ask questions about what is there. They might find something sharp enough to cut ropes that you hadn't considered, or a side route out of the cell they're in. Of course there might be situations where they have to be rescued by another player, which creates potential for varied skillsets to shine. If the 'muscle' has been bound in locking gear, then perhaps the 'sneaky one' and her lockpicks will come in handy; if the rest of the party is locked up in a jail/padded cell, then perhaps the party face can disguise herself as one of the staff and sneak in.

As a few anons have said, this sort of campaign lends itself more to rougish characters by nature (especially if you go for the whole 'caught snooping' route) but don't feel as though characters have to be limited. A toned, muscular damsel will naturally need more restraints, while a spellcaster will need to be gagged and mittened for everyone's safety. Party variety also allows for more solutions to problems, combat or bondage or otherwise.

The setting can also vary wildly, and will determine the nature of the perils/villians/bindings. Fantasy is great for rope and magic bindings, along with 'burn the witch' or getting captured by a monster. Modern day has the whole duct tape and car trunk thing, while the vehicle slowly slides down a hill to a river. Scifi lets you use fucking laser bindings if you wish before your damsel gets thrown out the airlock.

cont.
>>
>>43484259
On tone, you need to make sure everyone is on the same page. This thread, much as I'm enjoying it, veerly heavily into the magical realm. And there's nothing wrong with that, IF everyone is on the same wavelength of thought. I'm not sure if you could run a women in peril campaign and keep it completely devoid of anything fetishy - it would be like an episode of Totally Spies without anything slipping past censors - and hell, peril and women in light bondage is a fetish in of itself. SO, if you do a magical realm campaign (which is what I'm doing) you should make sure that everyone is accomodated. Some people like it light, funny and not overtly sexual; others prefer leather, locks and lewds. Both are fine, but balancing them can be hard. In my group, the player who prefers lighter stuff will 'sit out' the lewder bits, his character being conveinently blindfolded/unconscious etc. You can also leave a lot up to the imagination e.g. - a handsome/hot lesbian hench(wo)man takes one of the damsels over their shoulder, pinches their ass and carries them off for some fun. How far that goes is up to the group, but it's wise to ask beforehand and figure out what everyone likes.


Lastly is story. The campaign I'm running is set in a fantasy style city, with a very overzealous police force led by a stern, MILFy female knight. You could also do something episodic: have the heriones confront a new baddie each week. Or you could create a new setting inspired by others. Perhaps it's a crime ridden, modern-day city, where the heriones are detectives or just run into trouble. Or perhaps it's the vast frontiers of spehss, where they are explorers who always explore their way into the clutches of aliens/space pirates/slavers etc. Whatever you decide on, fleshing out the setting is part of the fun. Your players may also have ideas of their own, so listen to what they say. Assuming they aren't gagged...
>>
File: images (2).jpg (18 KB, 512x288) Image search: [Google]
images (2).jpg
18 KB, 512x288
All good party, the antagonist is an female paladin doomed to fall but unaware of this fact. Problem is, she travels really fucking fast, leaving a trail of increasingly dubious good acts.
The lone, wandering life is slowly turning her insane.
>>
>>43484247
>>43484259
>>43484288
Being a player in said campaign, I just thought I'd add half a cent or so.

Mainly, that I think the idea of the players being the dastardly villains has merit. Just imagine them trying to kill this one overpowered NPC over and over through various elaborate methods.

It'd be like Those Magnificent Flying Machines all over again, just with more lewd.
>>
>>43484247
>After all, they enjoy losing to the baddies as much as they enjoy winning.
Sounds like ERP to me!

>>43484288
>Some people like it light, funny and not overtly sexual; others prefer leather, locks and lewds.
What's the lewdest material in your campaign? Please be specific.
>>
>>43485243
>Sounds like ERP to me!
It is, but as I said: I see no way to really run a women in peril campaign without making it magical realm. Women in peril pretty much IS magical realm.

>What's the lewdest material in your campaign? Please be specific.
Early days yet. So far the highlight has been the three heroines getting together with two prominent female NPCs and playing a Calvinballed board game not unlike strip poker. Only, rather than removing clothes, the winner of each round gets to put bondage gear on one of the other players.

Winner takes all.
>>
>>43485602
I would love to hear storytime of this campaign. Even just a greentext of how the board game scene went.

What's the plot/setting?

I would take "magical realm" to be more broad than "ERP". For example, I would say Maid RPG has loads of magical realm potential without being ERP. Not that ERP is bad.
>>
>>43485719
I'd rather let the players do that.

And they might well do, at some point.
>>
File: Storytime On Polio.jpg (253 KB, 500x547) Image search: [Google]
Storytime On Polio.jpg
253 KB, 500x547
>>43485719
>>43485733
Indeed. Once I have enough material, I might just do that. Ho ho ho.
>>
>>43451871
>Is this Bubble-Headed mother fucker is RUINING my fucking perm! Oh shit, is he getting my dress wet too? This son of a bitch! My Jimmy Choos are going to get all fucked too! I'd scratch his eyes out, but he's wearing that stupid helmet, the clever bastard!

Seriously though, if I were THAT made up and this Lex Luthor looking fucker was about to drag me into the water, I'd be pissed.
>>
>>43485733
>>43485773
Come on! Just the bandage poker scene!

At least say what the characters and story premise are!

Don't blueball me /tg/!
>>
File: 1446636284825.jpg (212 KB, 1000x1333) Image search: [Google]
1446636284825.jpg
212 KB, 1000x1333
>>43485929
Very well.

Set in NotItaly in Not1500, a warship led by a zealous, drunkard, pistol-toting Noblewoman lurches into the port of a coastal city state. Her entourage consists of a NotCatholic High Priestess with magical, light based cleric powers and a NotAncientEgyptian Sorceress (recently rescued from aeons of slumber in a magical casket) who wields dark magic and tentacles.

However, the trio very quickly run afoul of a MILFy, zealous and security-obsessed female knight captain who impounds their ships, arrests them and imprisons their bodyguard unit of cute girl marines. After all, she can't take any chances with the life recently appointed, adorable Duchess whom she sees as a little sister.

But the city has its own players, powers and people of interest, and everyone wants something. There's also lots of bondage for some, unbeknownst reason.


http://archive.4plebs.org/tg/thread/42977896/
>>
>>43486056
Sounds very fun, with lots of potential hooks. I especially like the sound of the sorceress and the bondage.
>>
>>43485929
>>43486056
>>43486358
So far, so good. As for the poker scene, well... Let's just say the ladies were in for a rude awakening the following morning, hangovers and all. The Lady-Admiral was especially perplexed at waking up in a maid outfit.

Though in all fairness, I think what was even more shocking was seeing the Priestess and the Sorceress both lying bound in her bed.
>>
>>43486358
>I especially like the sound of the sorceress
She's great. All the characters are.

For example: The Priestess helped one of the marines strengthen her faith by binding her in in a praying position, gagging and blindfolding her using light constructs, before leaving her at a shrine for a few hours. The marine was much more devout after that.
>>
>>43486425
>>43486446
Creative players. That's how I like lewd to be included, where it's original and fitting.
>>
>>43488020
I'm honestly blessed to have found such great people. And it all happened on /tg/. Truly the best borard.
>>
>>43484288
>a fantasy style city, with a very overzealous police force led by a stern, MILFy female knight

Wasn't there a thread about (well, that became about) exactly that a few weeks ago? Is that related?
>>
>>43489221
Yes. It was my main inspiration.

See >>43486056
>>
>>43489221
>>43489239
I'm having fun reading the first and second threads:
http://archive.4plebs.org/tg/thread/42938395/
http://archive.4plebs.org/tg/thread/42977896/

Not enough genderbending or bondage ideas IMO, and a writefag only appears at the end of thread 2.
>>
>>43489436
>Not enough genderbending or bondage ideas IMO, and a writefag only appears at the end of thread 2.

Well, we can't have everything. From tiny acorns and all that.

As for bondage ideas, feel free to start another thread about 'adventurer container gear." I'm sure someone who remembers the Lady Captain can chime in with gender bending ideas.
>>
>>43483247
>>Any other "class" ideas?
A lot of it would be fairly rogue oriented, as another anon mentioned. Assuming your'e going for a low pulp detective feel, I'd say go for skills that while specialized, still give the group a in over their head layman kind of feel (things that feel like they could be picked up as a hobby).

Lock picker
-A bobby pin is a girl's best friend. Can get through various kinds of chained or padlocked doors, crack safes and can even hotwire a car in a pinch. Incidentally, Good at dealing with handcuffs, but is hampered by more regular bindings. Think of a reformed cat burglar, wannabe detective or investigative journalist.

Gymnast
-The agile/fast/sneaky one. Light on her feet, so has an advantage in avoiding detection. Flexibility means she's particularly good at fully/partially undoing regular bindings (handcuffs are a bit tricky). A good choice to have snooping around at the front. She's one of the harder to get initially captured/in to trouble, and has a reasonable chance of being the first to get loose (or at least get loose enough to try helping out a friend).

Hacker
-Plays a mission support kind of role. Remote video footage, phishing for passwords over the internet, and is the only person in the group who knows what equipment you need to read a floppy disk those badguys who haven't updated their computers since the early 90's have. Is a bit of an ITG, so expect trouble if she needed to come into play IRL (sneaking into a mainframe to hack, safe house raided).

Rich Girl
-An idol or an heiress. She's loaded, prestigious and influential. Her main skill set is social, kind of making her the mouth from the group. She lets the group talk to people or get into fancy places that normally wouldn't give them a second glance. Also good at making connections important types and calling in favors. Unfortunately, she's a bit more likely than the others to have to deal with kidnapping for ransom/marriage/weirdo stalkers
>>
>>43490751
How would you handle a game like that if it's only got one PC? Classes cease to be party role and become part of the style of the game.
>>
>>43490751
I like these. The selection is limited, but much more focused.

>>43490943
Then make the PC more skilled and competent while upping the danger of the villains. No reason we can't have Jane Bond(age) getting into all manner of trouble.
>>
>>43491433
>Then make the PC more skilled and competent
That makes it playable, but the dynamic is still different, because whatever her specialties are are now the theme of the game, instead of just what she's bringing to the table.
>>
>>43489528
New thread for magic and the law, bondage welcome >>43491627
>>
>>43491722
Not quite magical realm enough, but I applaud you for being creative.
>>
>>43491786
I think there's plenty of room for magical realm laws, and if the thread veers in the direction of transformation or genderbending or magic items doing things to their wearers, OP won't complain.
>>
>>43491820
Of course. I just meant in the OP, but I applaud them for being subtle.
>>
>>43491433
>>I like these. The selection is limited, but much more focused.
Admittedly this is just what I came up with on a short term basis. You could possibly differentiate further, but I leaned a bit towards specialization.

If you wanted, you could almost shift something like this to an actual crew of cat burglars/rogues, running afoul of police/city guard and other criminal types.
>>
>>43492075
Could be good fun.

I do wonder if it would be possible to port that idea to other settings.
>>
>>43451534
I think I'd rather eat wood for a year.
>>
>>43493995
Well then this thread isn't for you, is it?
>>
>>43494048
Unless... ANON IS A TERMITE!!!
>>
File: Hop_2_iT_Parity_by_lastscionz.jpg (111 KB, 755x1091) Image search: [Google]
Hop_2_iT_Parity_by_lastscionz.jpg
111 KB, 755x1091
>>43490751
I like these ideas. They feel very much in-tone for the kind of adventures you'd run into. Of course, if we wanted less Rogue-y character classes, the Faux Action Girl and maybe the Danger-Prone Mage would fit well.

Furthemore, I reckon you could take a few pages from Feng Shui's book and have a special ability to induce gloating in the villains, to compel them to reveal their wicked plans to you before they, say, strap you down to that conveyor belt.
>>
>>43495055
>Danger-Prone Mage
How powerful should these be?
At the very least I figure interrupting casting should disable them very easily
>>
File: TharjaFE1.jpg (281 KB, 1668x1878) Image search: [Google]
TharjaFE1.jpg
281 KB, 1668x1878
>>43496959
I reckon miscasts should result in something similar to WHRPG's Perils of the Warp. Only less daemons, more lewds. Not Randy Ogres-tier, but perhaps something like being wrapped up in magical chains or something.

Furthemore, the golden rule of disabling these Mages should revolve around binding and gagging them. As for their actual magical prowess, I figure they should be around Faux Action Girl-tier. Only, perhaps, focused more on support and disabling magic.
>>
File: Parity_Commission_by_zazB.jpg (137 KB, 541x700) Image search: [Google]
Parity_Commission_by_zazB.jpg
137 KB, 541x700
>>43490751
I think you should have slightly broader classes.

Rich Girl I like, but how would you quantify her money powers?

But Lockpicker and Gymnast could both be condensed into Scoop Snoop, who repressent anything from the inteprid reporter to the snoopin' brat.

Hacker I like, but could perhaps be broadened slightly. Say.. Techie, to repressent anything from the nerdy computer gal to the greasy mechanic chick.

Finally, let's add Faux Action Girl to the mix, to act as the party's (supposed) muscle and generally solve problems with kicks and punches.
>>
File: 32452005_p0.jpg (189 KB, 605x850) Image search: [Google]
32452005_p0.jpg
189 KB, 605x850
>>43498215
>>Rich Girl I like, but how would you quantify her money powers?
I was primarily thinking of it as a matter of social accessibility. Like the party being able to afford to at the fancy hotel where the hi-jinks were happening, as opposed to the cheap motel. Which entails the party with less obstacles to have to sneak past.

The Rich girl could have advantages in acquisition roles for items, though I'm not sure how gadget heavy a more low key pulp detective story would have.

>>But Lockpicker and Gymnast could both be condensed into Scoop Snoop, who repressent anything from the inteprid reporter to the snoopin' brat.
That might be a better idea, at least with those two kinds of characters being how the player could specialize them. Could also add pick pocketing to this.

Incidentally. Not sure if certain character backrounds should have stats to them (bratty school girl/pro-reporter/office lady), or just be fluff that scenario hooks can grow from. Guess it depends if the game is more stat/free form focused.

>>Hacker I like, but could perhaps be broadened slightly. Say.. Techie, to repressent anything from the nerdy computer gal to the greasy mechanic chick.
What role do you see the greasy mechanic chick have? The first thing that comes to mind is item crafting, but that might depend on how gadget centric you might want.

In the low detective pulp setting, gadgets would be more podunk garage creations than spiffy James Bond things. I think this also reaffirms the "in over their heads" nature of the scenario, and flows in well to badly timed gadget failures and capture.

>>Finally, let's add Faux Action Girl to the mix, to act as the party's (supposed) muscle and generally solve problems with kicks and punches.
Naturally. Might have a more general athletic emphasis with certain skills, so they can toss/pitch/fastball certain critical items about.
>>
File: official commission.jpg (480 KB, 2603x4487) Image search: [Google]
official commission.jpg
480 KB, 2603x4487
>>43498930
>The Rich girl could have advantages in acquisition roles for items, though I'm not sure how gadget heavy a more low key pulp detective story would have.

I agree that it would probably have a somewhat limited inventory system, to keep it light and fast-flowing. Perhaps the Rich Girl should be able to use social contacts to help out? Example: I know a guy who can borrow us a car!

>Incidentally. Not sure if certain character backrounds should have stats to them (bratty school girl/pro-reporter/office lady), or just be fluff that scenario hooks can grow from. Guess it depends if the game is more stat/free form focused.

I think that should largely fall under fluff and, as you say, material for the GM to make up hooks from. Classes should be general enough to embody broad stereotypes, not specific character concepts. The Scoop Snoop can be a reporter, a PI, a curious high schooler. They all fit the snoopin' motif.

>What role do you see the greasy mechanic chick have? The first thing that comes to mind is item crafting, but that might depend on how gadget centric you might want.

In the low detective pulp setting, gadgets would be more podunk garage creations than spiffy James Bond things. I think this also reaffirms the "in over their heads" nature of the scenario, and flows in well to badly timed gadget failures and capture.

I figured the greasy mechanic would be there to handle all those podunk garage creations, such as lockpicks, improvised camera setups, traps and the like. But as you said, it depends on how rules-heavy the game would be.

>Naturally. Might have a more general athletic emphasis with certain skills, so they can toss/pitch/fastball certain critical items about.

This brings up another point I had floating in my head. As the general failure condition is not Death, but Capture, I think the general terms of Damage Resistance should follow suit.

< Continued... >
>>
>>43499051
To continue about Damage Resistance.

For example, the Faux Action Girl might be better at resisting direct grappling and manhandling by the big burly mooks, while the Rich Girl might be better at resisting chemical attacks, like chloroform or knock-out gas. Perhaps the Techie is weakest to being tricked by social-savvy mooks, and so on.
>>
File: sakurahinataperil_burried.jpg (583 KB, 1200x1950) Image search: [Google]
sakurahinataperil_burried.jpg
583 KB, 1200x1950
>>43499051
>>43499065
>>This brings up another point I had floating in my head. As the general failure condition is not Death, but Capture, I think the general terms of Damage Resistance should follow suit.
Indeed. The snoops are the underdogs, with the badguys tending to outclass them on a one on one, and a group basis (professional badguys vs part time snoops). Most head on fights are lost, and the badguys getting the drop on the players is usually catastrophic. How easily the party can get taken out is balanced by the chance to escape from it.


If the badguys have sinister intentions, they're handicapped by situational concerns from carrying it out. Capture comes first, then any hypothetical peril.
>>For example, the Faux Action Girl might be better at resisting direct grappling and manhandling by the big burly mooks, while the Rich Girl might be better at resisting chemical attacks, like chloroform or knock-out gas. Perhaps the Techie is weakest to being tricked by social-savvy mooks, and so on.
Well, sedatives don't pack the same punch after so much time. Though I'd say the techie would in general be the squishy member of the team, most vulnerable to all capture methods.

This did make me think of lethal weapons (things that don't ko via bonk). Given the capture focus, I'd say most of those would work off of intimidation value that bypasses damage resistance. Threatening someone with a gun/knife will usually cause them to surrender. Weakness being, that a grapple or well executed evasion can disarm/put someone out of harms reach of a weapon. snoops might be able to pilfer weapons from the badguys*, but should take note that they're still vulnerable to surprise attacks and grappling if they get too close.

* a detective/police girl character might have a weapon as an item, but this would depend.
>>
>>43499411
I like the idea that lethal weapons carry out their attacks not as physical damage, but as Intimidation Damage. When a goon attacks you with a gun, he is not shooting at you. He's telling you to surrender, with his weapon's "damage" being measured against your resistance to intimidation, assuming no dodges or suchlike are done. By that logic, it follows that knives deal their Intimidation damage in melee and guns at range, as that's where said weapons are the most threatening.

Speaking of the resistance values, I figured that each class would have their strengths and weaknesses there. The Rich Girl is more resistant to Chemical KOs, as she has built up a tolerance, while she is weaker to grapples, as her spoiled physique does not lend itself well to brutish fighting.

So let's start by specifying what manner of Attacks are present and what forms of Resistance are used against them, shall we?

>Manhandling: A brutish thug grabs the girl by her upper arm, quickly rendering her powerless!
Defense: Agility/Grappling: Simple enough. The damsel is adept at escaping holds and grapples.

>Chemical KO: The villanous cur uses chloroform, sleeping gas or similar methods to incapacitate the Damsel.
Resistance: Chemical Tolerance. Simple enough as well. Your body has been exposed to these kinds of things, so you have built up a tolerance towards them.

>Physical KO: The simple act of konking the Damsel on the head with a blunt object, such as a blackjack.
Resistance: Toughness/Hard-headedness. You have a naturally thick skull, so you're good at resisting such blows.

>Intimidation: The act of incapacitating the damsel by threat of lethal force, be it guns, knives or what-have-you.
Resistance: Willpower. The iron-willed grit of a determined heroine to face down the villains.

How do these sound, as far as our system goes? I suggest we come up with a witty acronym for our attributes as well, like D.A.M.S.E.L. or something.
>>
>>43499051
>In the low detective pulp setting, gadgets would be more podunk garage creations than spiffy James Bond things. I think this also reaffirms the "in over their heads" nature of the scenario, and flows in well to badly timed gadget failures and capture.
I think for the most part lowtech or hightech gadgets should be a matter of fluff, but I'll admit some of the effects may not make sense in certain settings
>>
File: miscast.jpg (156 KB, 787x992) Image search: [Google]
miscast.jpg
156 KB, 787x992
>>43497028
Something like this?
>>
File: 6ZxoCzl.jpg (212 KB, 850x1151) Image search: [Google]
6ZxoCzl.jpg
212 KB, 850x1151
>this thread
muh. fucking. fetish.
>>
File: 1432234607245.jpg (3 MB, 4961x3508) Image search: [Google]
1432234607245.jpg
3 MB, 4961x3508
>>43501472
As much as I enjoy JO's art, let's try to keep this at least vaguely /tg/ related.

So, what about struggling from bindings/traps? Should it be skill based, narrative based, or both?
>>
>>43501493
Narrative based seems to just automatically assume the damsels will escape.
How about there's a timer, and the GM knows the solution to escape the trap, and if the player figures out how before the timer runs out, they get to roll a skill. A success means escaping that one part of the trap if there are multiple layers to it.
The GM shouldn't make it impossible. If freeing themselves requires a tool, they should conveniently have it or something enough like it (ex. a hairpin).
>>
http://www.drivethrurpg.com/product/165441/Bellum-Maga

This is the game you're looking for.
>>
>>43501529
>Narrative based seems to just automatically assume the damsels will escape.
Not necessarily. I meant something like: GM describes the bindings, the location, any items/furnishings in it and any hazards. Players look around the room, try things and what not. If they're inventive, they might find a solution. If not, they might fail.


>How about there's a timer, and the GM knows the solution to escape the trap, and if the player figures out how before the timer runs out, they get to roll a skill. A success means escaping that one part of the trap if there are multiple layers to it.
But I do prefer this idea, at least for deathtraps.
>>
File: 33oiivc.jpg (692 KB, 1163x1599) Image search: [Google]
33oiivc.jpg
692 KB, 1163x1599
>>43501529
As much as I would prefer it be up to player skill rather than the GM's narrative, death traps and similar perils raise a problem:

What happens if the players fail to escape the car crusher in time?

>>43501152
Exactly so. Simple, fun and problematic. Not to mention lewd.

>>43501472
Let's try and keep to the subject of a damsel-oriented game rather than simple indulgence. Who knows, maybe tg will get shit done once again?
>>
File: 1371731457461.png (92 KB, 333x334) Image search: [Google]
1371731457461.png
92 KB, 333x334
>>43501546
>BELLUM MAGA is a role-playing game about a world of magic and conspiracies and a millennia old war between the corrupt Patriacracy and powerful female freedom fighters.
>>
File: time-sensitiveaffaircv.jpg (449 KB, 803x949) Image search: [Google]
time-sensitiveaffaircv.jpg
449 KB, 803x949
>>43501546
I... what? I don't even understand this level of trolling. It transcends my feeble, mortal mind.

>>43501564
Again, the key problem is what happens if the players blow all their skill rolls. Surely we can't have the damsels end up as bloody chunks in a meatgrinder?
>>
>>43501581
If they blow their skill roll, 10 seconds are shaved off the timer.
>>
>>43501613
Trolling? What do you mean? It's an RPG about nothing but women in constant peril. It also happens to be socially relevant. Do ho ho
>>
>>43501613
>Again, the key problem is what happens if the players blow all their skill rolls. Surely we can't have the damsels end up as bloody chunks in a meatgrinder?

I addressed this earlier in >>43484247

>With peril, I generally try to avoid bad ends given the fun and narrative nature of this campaign. A more established system wouldn't have this 'limitation' and, if your players are so inclined, they may fall victim to ghastly traps or end up someone's slave girl. If, like me, you don't want to make the campaign too lethal, then have the consequences of failure be something other than death/bad end. Perhaps they get rescued by someone they hate and owe them a debt, perhaps they just get tighter or more embarrassing bondage, or perhaps the gallows they were on was just a fake and they captor was messing with them. As with any campaign, you as the GM can pull shit out of your ass and keep things going in the event of the player(s) failing.
>>
>>43453172
>>43453427
What is this?
>>
>>43501644
Parasite in City.
>>
>>43501596
In the opening fiction, three paragraphs in a village called Digahol blames a rape victim. Who may or may not be a goddess. I don't have 5 dollars to find out more.
>>
File: opening-2_b.jpg (405 KB, 679x1000) Image search: [Google]
opening-2_b.jpg
405 KB, 679x1000
>>43501639
If anything, it looks like World of Darkness as done by feminists.

>>43501637
Again, what happens if the timer runs out without the players having managed to escape?

>>43501642
I can see the logic of this, but I disagree as I personally prefer the thrill of danger that, say, a conveyor belt of doom brings. The only question is how to avoid a grisly end.
>>
>>43501695
This has to be elaborate satire.
>>
>>43501704
Oh but it's not
>>
>>43501696
>I can see the logic of this, but I disagree as I personally prefer the thrill of danger that, say, a conveyor belt of doom brings. The only question is how to avoid a grisly end.

I don't see how you could do both without having say, Fate points. At some point, you're gonna get bad ended.

And on the subject of TripleQ, here's something else you might like:

http://aelie.altervista.org/
>>
>>43501696
>Again, what happens if the timer runs out without the players having managed to escape?
Death. Or whatever the intention of the trap is. Duh.
>>
>>43501709
I'm honestly tempted to buy this. Might be good for a laugh.
>>
File: cover-paulaperil02.jpg (135 KB, 477x736) Image search: [Google]
cover-paulaperil02.jpg
135 KB, 477x736
>>43501717
>>43501723
The way I see it, the best way to do it is to pull a dramatic rescue of some sort. Say, by a NPC male detective or suchlike. Now, why would the players want to fight the death trap if they know they will be rescued?

Simple.

Their standing as professional snoops will go down if they can't even escape death traps on their own. For every time they need to be saved, their Snoop Standing would go down a notch. And since the Snoop Standing is the objective measure of success in the game, this is naturally something they'd wish to avoid.
>>
>>43501774
Read the sample. It is suffering for a reader.
>>
>>43501774
Do let us know if you actually do it. The world deserves to know of this madness.

>>43501717
Ah, I forgot to thank you for that. Been there before. Some of it is rather fun.
>>
>>43501799
...fucking hell.

>>43501848
>Do let us know if you actually do it. The world deserves to know of this madness.
I am almost tempted to buy it and share it with the world. Almost.

>Ah, I forgot to thank you for that. Been there before. Some of it is rather fun.
Yeah, it's pretty decent.
>>
>>43501581
>What happens if the players fail to escape the car crusher in time?
Crushed damsel obviously
>>
>>43502141
Not a desirable outcome.

Next.
>>
File: princess.jpg (557 KB, 877x620) Image search: [Google]
princess.jpg
557 KB, 877x620
>>43451882
Either be the princess and have to discover the best way to distract a BBEG until a knight turns up.
Or be the BBEG and compete for who can obtain the highest quality of royalty.
>>
>>43502195
Nearly crushed, terrified damsel trapped in a convenient and very luckily placed void in the metal cube that was once a car, possibly due to some sort of glitch keeping the crusher from compressing all the was.
Rest of the party will have to find a way to get her out, after they find out where in the junkyard the magnetic crane dumped her
>>
>>43502280
Okay... I approve of this idea.

Good work. And no, I am not being sarcastic here.
>>
>>43502141
Talk about damaged goods...
>>
>>43501784
>>43502321
Depending on what your fetishes interests are, you could also have clothing damage or similar non-lethal but inconvenient accidents happen. So when stuck to the conveyor belt of doom failing to get out, they instead do manage to free themselves but their skirt gets destroyed instead, for example.
>>
File: 1439307036875.jpg (80 KB, 1280x720) Image search: [Google]
1439307036875.jpg
80 KB, 1280x720
>>43502843
>Senran Kagura with bondage
>>
>>43503356
>Senran Kagura

Literally who?

>>43502843
Also a working idea!
>>
>>43467907
Gay
>>
>>43501784
>>43502843
Personally I'd prefer if there was a point you would get a bad (and ideally fetishy) end, though I do agree it shouldn't be save or die every time.

Maybe fate points or something that act as HP, as long as you have some you'll get lucky, the crusher won't crush all the way, the fire trap will just burn off all your clothes, the dragon will decide to save you for latter, ect, but each time you fail you lose one, run out and you're crushed/burned/lunch/ect
>>
File: Capture.png (56 KB, 196x94) Image search: [Google]
Capture.png
56 KB, 196x94
This thread is giving me an idea for my next campaign. Thinking out loud here, tell me what you all think:

Plot starts off with your standard king/president rallying some standard PC's/bad-enough-dudes to rescue your standard princess/daughter in distress from some local terror.

Everything proceeds as scripted for a short version of this story: Bad guy has a few lead henchmen (named), a few more minor henchmen (secretly named), is in a known place. PC's fight through the dungeon and wind up in his keep.

The princess is bound, but not gagged.
As the PCs enter the final room, big bad goes through the cliche list of bad guy things (sending his weakest minions first, talking too much, revealing his plan, overthinking things, being careless with the lives of his men, etc).

Each time he does, the Princess calls him out on how dumb he's being and asks why he doesn't do things smarter. Each time she does, bad guy tells her to be quiet.

The PC's chew through nearly all of Big Bad's men before he loudly announces his intention to escape. (She asks why not simply sneak away, or why not simply fight then now when the PCs are at low level instead of giving them the chance to grow stronger.)

Escape sequence occurs, DM Ex Machina dictates the bad guy gets away with Princess and a few Lead Henchmen.

As the story continues, the Princess continues to demonstrate genre-savvyness, a more logical mode of thinking, and a genuine concern for the health and well-being of the BBEG's henchmen. (How to pull all this off within view of the PC's is something I haven't really thought through)

The goal is at some point to have her lead a mutiny against the BBEG after garnering the respect of his henchmen. She becomes the BBEG herself and begins terrorizing the countryside.

She decides her leadership talents would be wasted simply being married off to some foppish prince, so she plots to overthrow her family monarchy by force and seize her father's throne for herself.

Then PCs happen.
>>
>>43503433
>Literally who?
Game series about titty ninjas who fight to destroy each other's clothes. Clothing acts as armour/health.
>>
>>43503606
Not really the theme of the thread but I like it, though you gotta account for the possibility of the PCs siding with the princess
>>
>>43503606
Princess going rogue? Could be interesting.
>>
>>43503585
It's not gay if you're a girl :3
>>
>>43502843
Sweet.
>>
>>43501784
>Now, why would the players want to fight the death trap if they know they will be rescued?
You could also have the rescuer gain some advantage over them. Force them to go on a date, get a head start (they're a rival as well as a rescuer) in the next mission, etc.

>>43502843
would play/10

What happens when clothing gets down to zero?
>>
>>43508088
>What happens when clothing gets down to zero?
See >>43503589
>run out and you're crushed/burned/lunch/ect
>>
>>43508164
Too harsh IMO. Get some long-term or permanent penalty, like being branded or enslaved or transformed, and the enemy gets to have their way with you.
>>
>>43508217
Eh, I think there should be some bad end/game over state, though a long term penalty could be good depending on the hazard and if you're at low whatever gets used as "luck/survival counters"
>>
>>43508217
>>43508267
Actually, that makes me think, it's probably very situational but what would be some good penalties, minor, major/long term, and bad end for "encounters"?
>>
>>43508286
It is almost entirely situational, but we can still think of examples by coming up with the penalties and working backwards from them to get the situations.

I'm too tired to start work on that tonight though. Any detrimental and fetishy spell effects and any of the fetishes in Totally Spies could be used for starters, though.
>>
>>43500829
>>I think for the most part lowtech or hightech gadgets should be a matter of fluff
Sure. If we're talking about pulp spies, then it'd be appropriate for you to go crazy.

>>43501717
>I don't see how you could do both without having say, Fate points. At some point, you're gonna get bad ended.
I think you could work with fate points if they were limited in quantity and resupply (maybe just one or two), and balanced against the number of dangerous perils the GM has the badguys have carry out per scenario. Breather sessions every so often could be prudent, and idly there should be just enough pressure to worry the player about things going south, but for it to be manageable if they're cautious.

Figure it'd also be inconvenient to be rescued this way. Possibly resulting in the heroine unharmed but KO'ed, or possibly rescued by the authorities, who might forcibly bring her into the station for questioning, taking her out of the adventure.


It'd be a tricky balancing act of course, and I think it'd really be heavily GM and party dependent how they wanted to handle it.
>>
>>43509323
I say she has to sleep with her rescuer if it comes to needing help.
>>
>>43502843
How would you mechanically represent clothing as hp?

How could you twist that concept to work for a different fetish?
>>
>>43510721
I wouldn't represent it as clothing, I'd do nebulous fate/luck points, with letting the effects be fluffed as the DM/player wants
>>
>>43511088
But I'm looking forward to counting down my PC's clothing piece by piece!
>>
>>43511348
Doesn't mean you can't, just that you might also want to count down other things, like how many limbs she has unbound or how tasty she looks to the monster
>>
>>43510721
When a character takes damage, their player removes one piece of clothing. Your character dies when you run out of clothing.

Optional rule: Instead of (or in addition to) removing clothing, attach bondage gear

Optional rule: When a player is naked (or too restrained to play), the other players gangrape him or her.
>>
>>43455726
>Damsel: The Kidnapping
>Not Damsel: The distressed

It's like you aren't even trying
>>
>>43511674
But I'm not a girl in real life...
>>
File: ol_dirtypair.jpg (70 KB, 418x600) Image search: [Google]
ol_dirtypair.jpg
70 KB, 418x600
>>43509323
>Amaretto going viral
Oh sweet

>>43508286
>>43508673
If we wanted to give it some more mechanical bits, we could split the death traps up into their basic components. Having to deal with drowning, fire and the like should be statted out, then it's a simple matter to extrapolate, say, being locked inside a car crusher.

>>43511824
You had ONE job, ONE JOB!

Damsel: The Distressing

>>43513459
Don't worry, we can fix that!
>>
>>43511674
>>43508286
I like the latter part of >>43501784
The more times you get rescued, not to mention exposed, the worse your reputation gets. You'd end up becoming a laughingstock. Speaking of which, has anyone here happened to read Empowered?
>>
File: emp_07_001.jpg (1011 KB, 1024x1420) Image search: [Google]
emp_07_001.jpg
1011 KB, 1024x1420
>>43514528
>Empowered

Everytime.

But yes, poster you are quoting here. My intent was to have something similar with the players. Your reputation goes down and you become a laughingstock of a snoop. The big question being, what mechanical effects can we attach to this reputation system?
>>
>>43501695
I don't get the reference.
>>
>>43514584
Depends a bit on how you run the economy and what the setting is like.

Funding for locales, equipment, transport and maintenance could come from companies and donors. If the players' reputation drop too far, they lose funding. As reputation grows, more people get interested in funding the team.

In the same sense, the difficulty of enemies could scale with reputation. If everyone thinks you're a chump, they won't go as hard on you as they would on an A-list team. Meanwhile, a famous team might either meet no resistance ("we don't want to get our ass beat") or hard as balls resistance ("we need to kick the shit out of them before they can get their act together").
>>
>>43514645
I don't think it's a reference, I just think it's awful
>>
File: notbad.jpg (31 KB, 451x393) Image search: [Google]
notbad.jpg
31 KB, 451x393
>>43511674
>>43511824

Damsel: the Disdressed

>>Muh Fetish

Why am I now writing a setting in which one of the loosing scenarios on a case is being reluctantly photographed in corset and petticoats?
>>
>>43517336
>Why am I now writing a setting in which one of the loosing scenarios on a case is being reluctantly photographed in corset and petticoats?
Because it sounds fun?
>>
File: german.jpg (69 KB, 500x817) Image search: [Google]
german.jpg
69 KB, 500x817
>>43514584
>>The big question being, what mechanical effects can we attach to this reputation system?
I'd say a decrease in unofficial support from the authorities while investigating. If they think your group can handle things, they may give you access to crime scenes and tips. Force them to bail you out a few too many times, and they might just preemptively detain the group for their own good if they get spotted investigating crime scenes.
>>
>>43514784
>>43517921

Both of these sound legit. Having the cops preemptivly detain you at a low enough Reputation sounds very proper and fun.

So, would there be different escape stats for different bindings, like rope versus cuffs?
>>
>>43501644
platformer with lots of zombie rape and tentacles
>>
File: 4797027-bowser.jpg (338 KB, 2604x2250) Image search: [Google]
4797027-bowser.jpg
338 KB, 2604x2250
>>43451534

Unrelated, but holy shit you just gave me the best idea for a trashy campaign.

>Players are the bad guys
>They have to kidnap princesses
>Build castles that the heroes try to breach in

It has murder hobo and money dumping, my players would love it. Thank you OP.
>>
File: Highest impact sexual violence.jpg (8 KB, 152x216) Image search: [Google]
Highest impact sexual violence.jpg
8 KB, 152x216
>>43518598
>Kidnapping the princess.

L-Lewd.
>>
>>43518598
I'm pretty sure there's an MMO about this.

>>43518631
Only if you make it lewd! Which you should, because purpose made bondage gear is sturdier and harder to escape from than ropes.
>>
File: Roped Melina.jpg (27 KB, 254x300) Image search: [Google]
Roped Melina.jpg
27 KB, 254x300
>>43518826
What if simple cloth gags and rope bindings are lewd to me, though!?
>>
>>43519268
>What if simple cloth gags and rope bindings are lewd to me, though!?
LOZ pls stay
>>
>>43519274
Not him, but image dump incoming.
>>
File: buruma cutout preview.jpg (388 KB, 1900x1400) Image search: [Google]
buruma cutout preview.jpg
388 KB, 1900x1400
>>43519307
>>
File: loz_2.jpg (164 KB, 856x831) Image search: [Google]
loz_2.jpg
164 KB, 856x831
>>43519319
>>
>>43519307
>>43519319
No, don't image dump without posting stuff relevant to the thread or new ideas or whatever. LOZ's stuff is easy to find (http://loz.theroguesgallery.com/) and I'd rather we kept this thread at least vaguely /tg/ related.
>>
File: myscrysscene1.jpg (382 KB, 835x2337) Image search: [Google]
myscrysscene1.jpg
382 KB, 835x2337
>>43519332
>>
>>43519333
Was gonna post more obscure stuff, but let's get back on track then regarding the game.

Shall we officially dub it Damsel: The Distressing then?
>>
>>43519354
Sounds like a good enough title to me. We already have some ideas for classes, assuming it's a contemporary setting, and there has been plenty of good discussion so far.

I didn't meant don't post LOZ. I meant don't just image dump lewds with blank posts. That's poor form.
>>
File: PrincessSamus1_2.jpg (370 KB, 1543x2097) Image search: [Google]
PrincessSamus1_2.jpg
370 KB, 1543x2097
>>43519376
So shall we begin to compile info, then?

Damsel: The Distressing is a rules-light, lewd-light game centering around Damsels (the player characters) in a reasonably contemporary setting. They snoop out criminal activity, they get kidnapped for ransom and they generally get into adventures.

The classes are as follows:

- Rich Girl
- Scoop Snoop
- Faux Action Girl
- Hacker Brat
>>
File: Evangelion_Pic5.jpg (213 KB, 1181x977) Image search: [Google]
Evangelion_Pic5.jpg
213 KB, 1181x977
>>43519439
Since it's rules light, I'd assume the dice would be something simple like d6, yeah?

And speaking of skills, what do we have so far...
>>
>>43519479

I suggest we have no skill list, but rather the players announces 6-8 skills their character posses that depend on one of the attributes.

The attributes should probably be...

Fortitude
Flexibility
Charisma
Intelligence
Luck

Strenght is omitted on purpose. If the Damsel is going to fight she'll either have to rely on luck or flexibility. Fortitude is both physical and mental.
>>
>>43519439
I think it may be better to generalize "hacker brat" to something a little broader, so she's not completely useless when a computer isn't involved.

Since I'm getting a very "Shadowrun gone early 20th century pulp" vibe here, let's use the decker for an example- sure the class is centered around hacking, but that's because everything is computers, and their actual skillset goes way beyond the usual "hacker" tasks like taking over security cameras and retrieving sensitive data.
>>
File: Cattleya2DiD.jpg (405 KB, 1427x2340) Image search: [Google]
Cattleya2DiD.jpg
405 KB, 1427x2340
>>43519579
That makes sense, especially given the more narrative focus a rules lite game might have. Skills would probably relate to an attribute based on common sense (e.g. Computer skills being governed by intelligence)

The attributes look good too, though I'm not sure how luck would be balanced.

>Strenght is omitted on purpose.

Until we add the musclegirl expansion!
>>
>>43519640

College Girl?
>>
>>43518826
Wasn't Dungeon Keeper basicly that?
>>
>>43519663

Someone suggested "Techie" instead, I like it.
>>
>>43519648
>The attributes look good too, though I'm not sure how luck would be balanced.

How about this - luck is three times more expensive than the rest and it allows you a certain number of rerolls per day, certain skills (like gambling, etc) would require a luck roll. For combat you just add the luck roll to your attack.
>>
>>43519579
I like this list, more or less, but I feel we just need a more snappish naming of our attributes, to fit the tone. Same with this >>43519676 I agree that the girl should be both good at computers and other "smart girl" stuff, but Techie sounds too generic I feel.
>>
>>43519674
Kinda. I was thinking of this though:

http://ne.bgagger.net/

>>43519700
Sounds good to me. Also works as a sort of Fate Point system to avoid bad ends.

>>43519726
The 'Brains' then?
>>
>>43519726

Mmmm...the problem is the "rich girl". If we talk about academic disciplines (the humanities), they should probably go to her, so that her character doesn't end up being a one-trick pony.

Which pretty much leaves the science and engineering to the techie.
>>
>>43519740
How about... Bookworm Betty? Brainy Bookworm? Or just Bookworm?

Also, are we agreed on using the ideas of guns and knives as Intimidation attacks, rather than physical attacks?
>>
>>43519700
I like that, and it leaves room for each of the other 4 stats to be the "primary" for each class.

Action Girl- Fortitude
Scoop Snoop- Flexibility
Rich Girl- Charisma
Hacker/Techie/etc- Intelligence

>>43519740
Brainy Dame?
>>
>>43519762
Being the face isn't a one trick pony, though. Especially not if she also has contacts to call upon.
>>
>>43519762
I think for the Rich Girl I prefer the idea of adding a greater emphasis on social interactions that she'll need to guide the party through
>>
>>43519740
>Sounds good to me. Also works as a sort of Fate Point system to avoid bad ends.

I've actually been mulling over my decision and been thinking. Instead of "reroll", why not give the player the option of a "safe roll". What do I mean by that?

An example...

The Damsel in Distress is crawling on a pipe on the ceiling, she fucks up the roll and falls. Then the player can demand to do a "luck roll", he burns up one of his luck points (which is restored at X amount of time or instance). The player does a successful roll and instead of falling down and causing an alarm, the character falls in their enemies blind spot and causes no sound.

Makes the whole thing more flavorable then "ok, roll again".

Also been thinking about the combat system a little. It shouldn't be complex, taxing or time consuming. Instead of hit points, every time the player is hit that player does a fortitude check, if he fails the roll, his character is knocked out.

It avoids long fights and simplifies the whole process a lot.

>>43519726
>I like this list, more or less, but I feel we just need a more snappish naming of our attributes

If anyone has any ideas, but they must clearly describe what the attribute does.
>>
>>43519764
I like Bookworm.

>>43519764
>Also, are we agreed on using the ideas of guns and knives as Intimidation attacks, rather than physical attacks?

There should be a system for taking damage and combat, in case the bluff roll fails, but we should encourage this method of playing.
>>
>>43519439
Why classes though, you could go straight to attributes or skills if you want a rules-light game. Have you looked into something that already exists, like FATE Accelerated?
>>
>>43520545

Gives more flavor.
>>
>>43520545
Incentive for players to specialize, gives the GM clear weaknesses/strengths to play with depending on overall party composition and/or who happens to get captured.
>>
>>43521567
FATE can have all the fluff of classes, just with unlimited options for what those classes are.
>>
>>43523041
And provide a lackluster system of "Anything goes!". Fluff has nothing to do with what system you use
>>
>>43523080
>>43522861
You could also call them backgrounds or something, would trigger my autism less. What types of benefits would classes give?
>>
>>43519740
>Also works as a sort of Fate Point system to avoid bad ends.
I like the idea bad ends can be a thing, just give the PCs a few chances to avoid them
>>
>>43453172
Mein Neger. I fucking dare.
>>
>>43524929
Well, sure. I just meant so that the lethality of the game could be adjusted in terms of how easy it was to lose a character.
>>
>>43523180

Nothing major, probably just configuring your initial attributes as well as level gain.
>>
>>43523180
Classes are more professions/careers/occupations/specialties than backgrounds. But you could have multiple sets of theme to choose from: my PC has the Action Girl specialty, Sportsman profession, and Raised on the Streets background.
>>
Guys, what do you think for this leveling/attributes system.

Now just to say, I'm assuming the system is 2d6...


Starting Attributes
Action Girl +2 Fortitude
Snoop Snoop +2 Flexibility
Rich Girl +2 Charisma
Bookworm +2 Intelligence

Non-primary stats are at 7
Except luck, which is at 2

Every time they level up they up, they gain +1 primary attitude and roll a 1d6, on a roll or 2,3,4 and 5 they gain attribute points equal to the roll, on a roll of 1 they gain 1 luck and on a roll of 6 they gain a new skill.
>>
>>43502236
>ariel serving sushi

kek'd
>>
File: Seki3.jpg (150 KB, 1320x874) Image search: [Google]
Seki3.jpg
150 KB, 1320x874
>>43525814
Would we have skills being listed, or just things the players make up based on what the campaign entails?
>>
>>43526003

Just have them make them up. They start with 6, max is 12. I guess the top level would be 10 or so?
>>
File: BoaNamiRobin1.jpg (277 KB, 995x1063) Image search: [Google]
BoaNamiRobin1.jpg
277 KB, 995x1063
>>43526064
I'm really liking the sound of this now. I actually kinda want to do a trial run.
>>
>>43526128

Read the thread, there are some other ideas flying around as well.
>>
>>43526431
I know. I meant compile things into a more comprehensive list and try it from there.
>>
>>43526445

If you do, tell us how it went. This could be made into a 6-8 page homebrew.

For the items I've been thinking a simple table of Name-Weight-Cost-Notes, with damage or special effects going into "notes". The whole character sheet could be comprise into The Five Attributes, The Twelve Skills and the inventory.
>>
>>43526488
Sure.

>The whole character sheet could be comprise into The Five Attributes, The Twelve Skills and the inventory.
I like that. Keeps it nice and simple.
>>
File: 1372110091493.jpg (43 KB, 525x481) Image search: [Google]
1372110091493.jpg
43 KB, 525x481
>Thinly-veiled fetish thread
>/tg/ is partway through making a rules-lite, themed homebrew that seems both lewd and fun to play.

I love this board so much.
>>
>>43501696
You think World of Darkness didn't have feminist writers? Black Furies? Verbana? Lamia? The fucking Lilith cult?
>>
File: RavenStarfire3.jpg (282 KB, 1730x1683) Image search: [Google]
RavenStarfire3.jpg
282 KB, 1730x1683
>>43518380
>>So, would there be different escape stats for different bindings, like rope versus cuffs?
Yeah. Certain stats/skills would be better for escaping certain restraints. Cuffs are generally a matter of lock picking skill. Ropes flexibility. And tape *might* be a matter of having the fortitude to just keep working at it until it snaps.
>>43519779
>>Being the face isn't a one trick pony, though. Especially not if she also has contacts to call upon.
This. It's important to have someone important who can charm/persuade the cops to not put the party into protective custody for their own good. She's also the ticket for getting that fancy party without having to sneak in (pic related).


High charisma also has it's uses if several characters are captured. Bluffing the badguys into thinking the *entire* gang are trust fund brats might spare ones affluent friends from time bomb perils.
>>
File: GunsmithCats.png (451 KB, 777x509) Image search: [Google]
GunsmithCats.png
451 KB, 777x509
>>43519863
>>There should be a system for taking damage and combat, in case the bluff roll fails, but we should encourage this method of playing.
Honestly in a system where combat had a more capture emphasis, I'd prefer lethal weapons to be more psychological in practice. If you get held up by a gun or a knife, and you fail to grapple it or dodge to safety...I think that should just result in capture by default.

Part of the problem is that I think most damage from knives and guns would manifest as 'traumatic injuries/death'. And I think you want to avoid the player characters getting randomly shot/stabbed right off the bat. It doesn't really fit the dramatic pulp distress motif.

The badguys might force the player characters hands if they tried to rush them while the heriones were holding them at gunpoint. Though unless they happen to be Grey or Bean Bandit from Gunsmith Cats, I don't imagine them faring very well.
>>
>>43525814
>leveling up
Wouldn't it be easier just to increase attributes/skills directly at certain milestones. I mean, you're not going to track experience or anything are you?

>>43526431
Speaking of ideas, here's one I had:

Predicaments
A damsel will often find herself captured by the Bad Guys (need a better name) and must escape. These predicaments might range from being tied in a chair to being strapped to a conveyor belt taking her to her certain death. If time is not a factor, a damsel might opt to Call for Help, but that is not always an option. Struggling Out is covered below.
Predicaments have two main features, complexity and difficulty. Complexity determines how many successful struggles are required to set yourself free, and difficulty is the target number to roll against. Predicaments allow for one or more skills to be used to escape depending on the situation. A certain skill or item may also give a bonus to escaping some predicaments.
The successes must be achieved before three failures. At the discretion of the DM (Distress Mistress) a damsel is allowed to turn a failure into a success by discarding an item of clothing. The clothes discarded this way are generally destroyed or lost completely, although the DM might allow an item to be merely damaged and be still usable.
A damsel who successfully escapes from a Predicament can continue working on the Case, as long as their remaining attire allows for it.

Game over?
When a third failure is rolled the damsel is unable to further progress on the Predicament by herself. If the outcome is non-lethal, they must then wait until rescued by another damsel or law enforcement. Freeing someone else this way generally does not require checks.
Even if the outcome would be otherwise lethal, there are two (or more?) options for the player to choose from instead of their damsel perishing.
1/2, I didn't intend for this post to be so long ...
Thread replies: 255
Thread images: 88

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.