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Posted (edited)

Greetings!

I am a hobbyist game designer and ERP writer, and have found myself in need of people to help me playtest my most recent designs for systems used to determine who wins a sexfight.

We can bundle this together with an RRP we would discuss separately, but I am perfectly willing to just discuss and try the systems without any RP.

The current list of systems I would like to test is below:

 

Untested systems:

These systems are ones I had the base idea for, but would need the most work with. They will be scuffed, but are the ones I would appreciate help with the most.

 

- Rock Paper Scissors (and it's 5 option variants):

The system would once more include health, but also a skill level for each option and arrays for the result (fe. A character might have scissors level 3 and an array of defeat: 1, tie: 3, victory: 6). After choices are made, both characters deal damage equal to the skill level in the option they chose multiplied by the result array.

 

- Poker

Rather than betting chips, competitors bet health, and you don't take the opponent's health when you win, just make them lose it. Otherwise it is identical to whatever flavor of poker chosen for it.

Abilities would manipulate the amount of health bet (such as forcing the opposing player into a larger blind), your cards (change the suit or nudge the rank of a card by 1 in either direction), opponent's cards (the opponent must lay one card face down on the table, and neither player knows what is on it), or information (choose one of your opponent's cards at random to look at).

 

- Blackjack (or the variant used in the game Void Tyrant)

Both players have their own decks (with some strange cards in them, probably), and play blackjack. Damage dealt is equal to the difference between scores, bust sets you to a low number (possibly half of the maximum or 1 below the opponent, whichever is lower).

The variant has cards labeled 1-6 and a max value of 12, making busts less punishing relative to regular losses.

Abilities include having weird cards in the deck, drawing a card at the start of each round and always having the option of discarding the drawn card and playing the card from hand instead, and so on.

Alternatively, we use Void Tyrant's ability system, where besides health both parties also have energy, earned by landing hits, which they can spend on things like making the enemy stand after the second draw from now, dealing damage, and so on.

 

- Dice

There are various games about rolling a set of dice and trying to get pairs, or trios, or straights, using rerolls. That could serve as the base of a system.

 

- Citadel (I don't know the actual name, but will elaborate below)

The base game is simple. Both players have a set number of forces (100 or 1000 or something like that).

There is a segmented line separating their bases.

Both players secretly declare an amount of forces to send, and then reveal the numbers.

The higher number wins, moving the front line toward the enemy citadel.

However, the amount of forces is finite, and you can run out.

This means that the goal is to set the number as low as possible while still being higher than the opponent's.

Abilities would manipulate the outcomes of battles, slowly restock forces, allow to recuperate some forces from operations, change the track (for example adding a segment to their half, meaning the opponent needs to win one more time than the one with the ability) and so on.

 

 

Fleshed out system:

This system is a variation of a system I already had well tested, so it doesn't need testing, but I wouldn't say no to offers to test it or brainstorm ability ideas anyway.

 

Both sides have the following stats: wrestling dice (1d100), dominant dice (1d40), submissive dice (1d20), and health (60).

Both sides roll the wrestling dice. The one with the higher roll then rolls their dominant dice and the one with the lower roll rolls the submissive dice. They both deal that much damage to the enemy. Then repeat the whole thing until someone runs out of health.

 

 

Deprecated system:

I have already tried and discarded this system as unsuitable. As such, I do not need playtesters for it. However, if you really like it, and feel you can correct a mistake I have been making, then we can talk about this system too.

 

Both sides start with 50 health and rate messages sent by the other side from 1-10, which is how much health they lose.

Abandoned because it really wasn't that different from just going with the flow without a system.

 

 

Edit:

Some notes from misunderstandings that have since occured:

This system is primarily designed for 1 on 1 player X GM interactions, and the ideas were first formulated with discord in mind. I had not realised at the time of posting the technical difficulties with some of these.

All systems would have traits and abilities that change the rules slightly or alter stats, and serve as the main way for characters to not be all the same, even the ones where I don't give examples.

The system would be used for RPs explicitly advertised as having this system. It wouldn't be included into a more general erotic RP only to be sprung on someone.

Edited by CaryJanJunior
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Posted

Kind of difficult for a game here as there isn't a set system in place which would allow any of these options, except working on the honor system. At least so far as I know. But if you are talking about systems in general outside of Ecchidreams then I think the Citadel system is the most interesting. That and possibly the untested systems option but that also depends on what those actually are.

The problem in implementing or even really thoroughly testing any of the systems here is that there is no dice roller or card program or anything for putting down in secret what your plans are, at least that don't involve other people being able to see said plans ahead of time. Some people are always about winning, it doesn't matter what they are doing, and those people would pretty much take over any setting that these systems are used in, at least on this site. Find a way around that and any of these systems could work.

Rock paper scissors is fine but it is heavily RNG and pretty restricted in options. It would just feel like playing a very simple game.

Poker has the problem of forcing more of the skill not on the character but instead on the player. There is still RNG involved but just like rock paper scissors I don't see the appeal personally for it when I could get a better experience just playing a game designed around that, and not around any sort of roleplay aspect.

Blackjack has the same issue as poker, just with more on the RNG side.

Dice are great because while it does involve RNG you can heavily influence that through aspects defined through characters. It is easy to integrate it into a roleplaying type game. There is some player skill involved but it skews heavily towards the created character's capabilities if you are doing it right. It's also light enough generally that you still focus more on the roleplay aspect, and can give bonuses from said roleplay aspect.

Citadel is very interesting. I've never played a system like that in a roleplaying game, only strategy type games. But I think it could definitely be adapted for something like this, and makes a lot more sense in terms of roleplaying if the elements of the system can be fleshed out and defined correctly. It seems especially good for a sex battle sort of thing.

The fleshed out system seems like it is on the way to working for that but also seems like it places everyone on an even field with nothing distinguishing it between characters. I don't know if I'd rather do that than just roleplay things. Also it technically counts as a dice system.

You've already discarded the depreciated system so not much needs to be said there, although I think the idea of rating each other's messages probably leads down a slippery slope.

All that said, it would be difficult to do a PvP focused system in this site without some tool which allows for people to submit options secretly or to use randomizers like dice. It could be thrown in a spoiler or an OOC tag, and you could just go with an honor system, but I think that falls apart if the wrong people end up playing, and especially so with PvP. The Monsterhearts game for example does use an honor system of us rolling our own dice, however it is not a PvP focused system either, and actually awards failure in a way that makes failing far more palatable. It's also a dice system that doesn't butt into the roleplaying aspect, which is still front and center within that game.

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Posted

Thank you for your feedback.

Some more context that I will add to the post is that these are meant for 1 on 1 player X GM interactions to some extent, and I was thinking them up with discord in mind, and hadn't really considered the limits of EcchiDreams.

Every system would have abilities and perks that change the rules, even the ones I haven't mentioned them in. I am just trying to figure out what would serve best as the base for it.

The other variants besides the first dice system were something I am considering because it felt that having all decision making regarding your success in fights be at character creation/level up would form a disconnect, especially if the combat was the main point of the RP, so some degree of player skill expression is expected.

It would place a burden on the GM to make suboptimal moves for weaker opponents, though, but it also allows for NPC differentiation as the GM can not only have different abilities as each character, but also different play styles (conservative and cautious, aggressive and risk taking, etc.).

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Posted

So, if you want to create a system for forum based combat play that doesn’t involve randomizer functionality added to the forum software, you could take inspiration from Diceless RPGS like Nobilis or the old Marvel RPG that used stones. 
 

The basic system idea is create a framework of Stats applicable to the story and complexity you want. Players assign points to those stats to create baseline competency. 
 

Players then have a pool of points they can choose to spend to enhance their basic competency, but those points are also your ‘hit points’. Run out of points and you lose, whatever the consequence for failure are. 
 

The base points allow for character customization and differentiation. 
 

So, define stats and what they do. When a player acts, they describe their action and sends a private message to the adjudicator with their point spend/wager. Their opponent does the same. Adjudicator determines the affect based on those spends/bids. 
 

The blind bidding replaces the randomizer, and you could establish a R/P/S style effect to the stats you define. 
 

Lets say you do Strike, Block, Grapple, and Dodge as your stats. 
 

Both Enemies defend, Spends are refunded as they circle one another. 
 

Both attack and they each take damage accordingly. 
 

Block is strong to Strike and Weak to grapple. 
 

Dodge is strong versus grapple and weak versus strike. 
 

Just a rough example/idea. 

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Posted

That is a very interesting idea, actually. Moreso, this one could even be useful as a system for a single player CYOA game (rather than wagering against a different player, you would wager against an unknown threshold).

At the same time, it could very well work for this.

Thank you very much for the feedback and idea.

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