The way most of the needs mods work creates a chore that is meaningless most of the time, can result in unexpected gameover under very specific circumstances, and fails to contribute to the big picture.
This approach (copied from survival games where it made perfect sense) simply doesn’t belong in Skyrim. Not even in misery simulator play style. Nobody (well, this being LL it is not necessarily true) cares about bottles, baguettes and produce to make for an emotional hook like comba
Before we can talk about a game that features a risky consumable we need to acknowledge two phenomena: risk aversion and consumable hoarding.
Most of the people are risk averse. Which is good for survival but boring. So they rely on art to deliver strong emotions normally incident to active risk taking. A game – an interactive art – looks like the ideal safe environment to unleash one’s inner fury, but it is not what actually happens. Players launch the game and… keep displaying risk
I recently had to take a look into the current state of SD+ and it sent me on my usual ADHD tangent. See, current generation of prison/enslavement simulators doesn't really deliver, prison escape simulators won't work either. Sooo... how about a simulator of being at large?
Step 1: get yourself enslaved - the usual way. Probably you will get all forms of predictable abuse - it doesn't really matter, because the real game begins after you escape. Possible masters for this idea are lim
Selling flowers for profit and pleasure*
*pleasure contingent on your liking this kind of treatment
Long time ago there was a thread about supposed “weak girl” play style. It had lots of good modding suggestions, but the problem as usual is that everyone seems to have a different idea as to what “weak girl” even means. Some people apparently want a sort of misery simulator or one way trip into depravity.
I personally understand “weak girl” concept as a valid wa