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So, first post here so I hope I'm not overstepping my boundaries. Been using the site for a couple of weeks now, but first time to break the barrier and speak.

 

Basically, one of my favorite situations is one in which a person is enslaved by animals. Usually semi-sentient animals, smart enough to do the actions but not to speak with english or a spoken language. Best example I have would be 'The New Masters' an Image set and story on Hentai Foundry, where the older blonde woman from the Last of Us is enslaved by some semi-sentient/intelligent wolves. 

 

So basically, an animal as the master of your character instead of a person. Whether very intelligent or intelligent enough to just do the deeds they do, I thought it would be interesting. A new dynamic. I like the idea of Wolves myself but it could be any.

 

 

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I am getting close to delivering that for Sanguine Debauchery+ and Dialogues.

 

The main problem I am trying to resolve is how to make enslavement to a beast playable and interesting when all they really want to do is eat, sleep and have sex (all that without saying a word).

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I am getting close to delivering that for Sanguine Debauchery+ and Dialogues.

 

The main problem I am trying to resolve is how to make enslavement to a beast playable and interesting when all they really want to do is eat, sleep and have sex (all that without saying a word).

 

It would get complicated. If they were semi-sentient, you could have them have you travel with the pack, or even be rescued at some point. Fighting for them, used as a bargaining tool with others, but that is over complicated. It would involve creating more sentient packs and things. There are ways I think but I can only imagine them as I have no clue how to start modding the game myself.

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I am getting close to delivering that for Sanguine Debauchery+ and Dialogues.

 

The main problem I am trying to resolve is how to make enslavement to a beast playable and interesting when all they really want to do is eat, sleep and have sex (all that without saying a word).

To make it interesting, you could have it so once you become enslaved the character blacks out, then wakes up in a cave to find the main animal is a warg/human transformed into a beast, unable to return to normal.

Assumes wolf:

The alpha is capable of communication. They have been able to take control of the pack, but need a human to intervene and collect ingredients/learn a spell/whatever to help them change back into a human. You'd be sent out to find the items, but always folled by either the pack, or with the alpha as well.

You could either earn release by completing the alpha's requirements, managing to eacape during an outing (with a chance to be recaptured later), or you manage to poison and weaken the alpha to allow you to challenge him and take over, earning you a wolf companion or something. Option to remain as part of the pack could also give companion and some other bonuses.

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I am getting close to delivering that for Sanguine Debauchery+ and Dialogues.

 

The main problem I am trying to resolve is how to make enslavement to a beast playable and interesting when all they really want to do is eat, sleep and have sex (all that without saying a word).

To make it interesting, you could have it so once you become enslaved the character blacks out, then wakes up in a cave to find the main animal is a warg/human transformed into a beast, unable to return to normal.

Assumes wolf:

The alpha is capable of communication. They have been able to take control of the pack, but need a human to intervene and collect ingredients/learn a spell/whatever to help them change back into a human. You'd be sent out to find the items, but always folled by either the pack, or with the alpha as well.

You could either earn release by completing the alpha's requirements, managing to eacape during an outing (with a chance to be recaptured later), or you manage to poison and weaken the alpha to allow you to challenge him and take over, earning you a wolf companion or something. Option to remain as part of the pack could also give companion and some other bonuses.

 

Interesting idea. I'm more for the they are just animals but wargs are neato. 

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I am getting close to delivering that for Sanguine Debauchery+ and Dialogues.

 

The main problem I am trying to resolve is how to make enslavement to a beast playable and interesting when all they really want to do is eat, sleep and have sex (all that without saying a word).

 

well you could have it so a human ghost that is about to pass over traps the player in a house with either normal animals or ghost animals then the player has to try to escape if them animals are awake you cant escape and have to wait until they sleep to escape

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Yeah, mini-quests with good writing, because one character (the player) is actually doing the dialogue alone, interpreting/trying to interpret the other one.
Like:
"Wh.. ? What do you want ?"
*The XXX growls aggressively at you*
"Don't hurt me anymore please..."
*You take a submissive pose and look firmly at the ground*
"The... bones ? You want something with the bones ?"
"More food ?!"
"Be calm, I'm getting you more food, quickly, quickly."
(...)
And so on.

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Yeah, mini-quests with good writing, because one character (the player) is actually doing the dialogue alone, interpreting/trying to interpret the other one.

Like:

"Wh.. ? What do you want ?"

*The XXX growls aggressively at you*

"Don't hurt me anymore please..."

*You take a submissive pose and look firmly at the ground*

"The... bones ? You want something with the bones ?"

"More food ?!"

"Be calm, I'm getting you more food, quickly, quickly."

(...)

And so on.

Thats pretty good base concept right there. I do understand where the mod authors are coming though. Without getting really creative it could get boring.

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Another wrinkle is that making a detailed beast slavery quest in a cave somewhere is doable, but it wouldn't have a lot of replay value.

Making a generic slavery scenario would have replay value, but opens the door to issues of boring / repetitive tasks.

 

The nut I am trying to crack is the latter... which will take time...

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Another wrinkle is that making a detailed beast slavery quest in a cave somewhere is doable, but it wouldn't have a lot of replay value.

Making a generic slavery scenario would have replay value, but opens the door to issues of boring / repetitive tasks.

 

The nut I am trying to crack is the latter... which will take time...

 

so why not have a quest pop up from time to time saying to check in on them as if you care about them and want to make sure there ok ?

 

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Another wrinkle is that making a detailed beast slavery quest in a cave somewhere is doable, but it wouldn't have a lot of replay value.

Making a generic slavery scenario would have replay value, but opens the door to issues of boring / repetitive tasks.

 

The nut I am trying to crack is the latter... which will take time...

 

There's not really a lot of options, it means a relatively high number (like 15 or 20) of scripted miniquests with custom dialogues good enough; a procedural generator would be blank really quickly, a little number of custom quests (like 5) is too little to make a non-boring roll over.

Evidently, it's the path that takes the most work.

(But it's also the way the game has been done, there isn't a lot of random dungeons (Daggerfall) nor a little number of handmade ones (nearly any other rpg), there's a high number of custom ones. There's a reason a TES game takes so long to go out of the oven and we all know it's not bug hunting).

 

 

 

 

so why not have a quest pop up from time to time saying to check in on them as if you care about them and want to make sure there ok ?

 

 

 

Are we still in an animal slavery/hostage situation framework there ?

 

 

depends on how good the quest is done, there are questmods i allways play even if the content is allways the same.

 

 

Absolutely.

It's even the case for the game.

TES-es are freeform emergent lore-rich sandboxes, you do things again from one game to another because it's in the mood of the background or in your character's style.

 

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Yeah, mini-quests with good writing, because one character (the player) is actually doing the dialogue alone, interpreting/trying to interpret the other one.

Like:

"Wh.. ? What do you want ?"

*The XXX growls aggressively at you*

"Don't hurt me anymore please..."

*You take a submissive pose and look firmly at the ground*

"The... bones ? You want something with the bones ?"

"More food ?!"

"Be calm, I'm getting you more food, quickly, quickly."

(...)

And so on.

 

This is a fine and beleivable way of doing it IMO.  Maybe Sanguine just makes it so the PC can understand the new master.... to some extent anyway.  It's not reallly much different than NPCs understanding the PC when under the gag effect, right? 

 

You could bounce the PC around from cave to cave....

 

Have the monster/animal leave and not return for some time, or at all, with possible consequences if the PC leaves... or it could just end the slavery.  (critter got KIA in a territorial dispute.)

 

Territorial disputes.... maybe the same or different type of critter wants the origanal critters cave and/or the PC for their own.... or have the Master try to take a cave for their own new playpen.  Instead of the player building a pack, have the critter build a pack using the player and/or other NPCs as enticement.

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Another wrinkle is that making a detailed beast slavery quest in a cave somewhere is doable, but it wouldn't have a lot of replay value.

Making a generic slavery scenario would have replay value, but opens the door to issues of boring / repetitive tasks.

 

The nut I am trying to crack is the latter... which will take time...

if you look at it that way. why not decide to make an actual Sexrim video game(total conversion and even larger than project Beyond Skyrim). and it could be created by a big team of talented modders.just like a company. but of course this is a stupid idea -_-. so ignore it please

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Sanguine is the first Daedra that comes to mind when things go kinky because of representation (he's the typical "medieval lustful devil"). I think he's overrepresented too, and often misrepresented (he's a really bad choice for non-consensual slavery to begin with, because there's a Daedra whose precise portfolio is that, and that is Molag Bal. Sanguine is a good choice for porn scenarii type with the protagonist "wanting it without knowing it" and such. But this seems incredibly common in today Skyrim :D ).
His pillar value is carnal pleasure, he's technically out of league in a situation where someone doesn't like what's going on or didn't intend for something to happen.
He's still the go-for daedra when enjoying sex gives you rewards, on the other hand. Mods often surf on this blurry line.
Giving you the gift to understand horny wolves is clearly far-fetched.

I had a short conversation about this topic some weeks ago, half the daedras are in fact sexually overcharged and heavily underused. (http://www.loverslab.com/topic/45677-idea-req-sexlab-mating-girl-and-talented-lover/?do=findComment&comment=1144786)



And yes, understanding the critters is a bad idea in my book too.

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Yeah, mini-quests with good writing, because one character (the player) is actually doing the dialogue alone, interpreting/trying to interpret the other one.

Like:

"Wh.. ? What do you want ?"

*The XXX growls aggressively at you*

"Don't hurt me anymore please..."

*You take a submissive pose and look firmly at the ground*

"The... bones ? You want something with the bones ?"

"More food ?!"

"Be calm, I'm getting you more food, quickly, quickly."

(...)

And so on.

 

This is a fine and beleivable way of doing it IMO.  Maybe Sanguine just makes it so the PC can understand the new master.... to some extent anyway.  It's not reallly much different than NPCs understanding the PC when under the gag effect, right? 

 

You could bounce the PC around from cave to cave....

 

Have the monster/animal leave and not return for some time, or at all, with possible consequences if the PC leaves... or it could just end the slavery.  (critter got KIA in a territorial dispute.)

 

Territorial disputes.... maybe the same or different type of critter wants the origanal critters cave and/or the PC for their own.... or have the Master try to take a cave for their own new playpen.  Instead of the player building a pack, have the critter build a pack using the player and/or other NPCs as enticement.

 

 

Sanguine...

i really cant hear that name anymore. sanguine is a whore, a he bitch. i wonder why he is allways used for that kind of stuff.

 

with understanding the creatures your taking away the minigame, you know the stuff a player has to do beside from watching animations.

 

 

 

I just used Sanguine because it was SD+ that beast slavery was going into.  You could take your pick of powerful beings already in Skyrim.... or make up a new one I guess.

 

 

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Another wrinkle is that making a detailed beast slavery quest in a cave somewhere is doable, but it wouldn't have a lot of replay value.

Making a generic slavery scenario would have replay value, but opens the door to issues of boring / repetitive tasks.

 

The nut I am trying to crack is the latter... which will take time...

I agree with some of the previous posts on this issue. If its done well I will not mind doing it over and over. One of my favorite non-Skyrim games is Alan Wake, and I felt it was done so well that I've replayed it about six or seven times over the years. I like the ideas thrown around and the interest in the topic.

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maybe  someting along the lines of : you are captured and sold to a wealthy noble, since he got enought slaves for himself he instead bought you to serve as a b*tch for his prized hounds. You are kept in a kennel along with them and your masters happiness is based on how well you tend to your "duties".

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