To-Do List

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Overall Design Goals

  • Rapid pace of play, arcade style with each mission being a new run
  • Easy to play and GM, does not require more than cursory practice to get started
  • Cycle of play:
    • Phase 1: Enemies do bondage, players do damage [Fighting]
    • Phase 2: Enemies do damage, players escape bondage. [Helpless]
  • Difficulty should be naturally high, allow players to fight their best and still possibly lose.
  • Enemies should never do damage on players who are not in Phase 2
  • One bondage type per mission, each bondage type has special mechanics.


This will be a list of existing project ideas underway. If you work on something, please put your name and any needed comments.

Mission Updates

All missions All monsters All bondage types

System Updates

  • Evaluate damage/HP numbers
  • Evaluate struggle/bondage system
  • New class tests across the board

Missions

  • Dark mission: Heavily WIP
  • Mysterious Lights: Replace robots and tenta-orbs with more alien goo guns.

Mission Ideas

  • Petplay Ranch: Global Petsuit bondage, each type of animal confers an extra penalty

Areas: Barn: Pigs/Cows Track: Horses Forest: Foxes [Master of the Hunt] House: Cats/Dogs

  • Asylum: Bondage is humane cuffs, goes up to lvl 4. At lvl 5, becomes a straitjacket, which has Mittened/Teased, -2 to escape, and remains until fully removed.
  • Shibari Ninjas: Players being kidnapped to become geisha slaves. Players must wake up mid-fight, may wake up gagged and be unable to wake up other players. Shibari crotchropes cause damage on failed struggles.
  • Robots: Adult Toy packaging factory out of control! Beware or you'll be packed and put into 'quality assurance'
  • Asian Flexible Appendage University: Japanese tentacle highschool, but no saying the words. Tongue-in-cheek tentacle mission.
  • Trapruns: Missions with a gauntlet of traps and then a boss to fight in the debuffed state.

Possible idea: Cursed/trapped mansion [survival horror-ish] Kinky Gameshow Pervy Supervillain Lair