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