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Slavery highlights


mangalo

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Adding diversity and freedom of choice in a game with so much mecanics as Skyrim.  Slaverun has basically two scenarios : you get fucked or you play normally and bring back money.  I absolutely agree with the fact that the game should only be halted at certain stages of Slaverim, and you should somehow be able to wander the region and play the actual game as a slave.  On the other hand, I think there should be more to the "locked" stages of the mod.

 

Classes

 

I want to give an incentive to be a good slave and submit to the training.  The player should be rewarded for acting like a good slave.  In that optic, here is how I see it :

 

image.png.0b58c08230e67d2ce1d7ea440b14b766.png

 

 

Skill Trees

 

In addition, through your training and good actions, you will be rewarded with Slave Skill Points.  You'll be able to invest those points in a Slavery tree, one tree for each class.  Behave badly and you will regress in those skills, losing the advantages they provided.  For more details on this, check the blog entries dedicated to each class.

 

Currency

 

There's another issue with slavery in Skyrim in general.  Slaves shouldn't hold money, not too much at least.  However, the game would be unplayable if you couldn't hold enough : you still have to eat (if you use need mods), buy some items, etc.

The old Slaverun wanted you to bring back shining gold, and to do so, you were free to use prostitution mods, make potions, smith, or simply go loot dungeons.   That said, I don't think having much gold is a good reflection of how well you performed as a slave.

 

To counter this, I want to introduce a slave currency, a "slave reward" item that would be given to you by citizens when performing as you should.  Gave a man a blowjob ?  You'll get one token.  Do a harder task ?  You'll get more.  Your ability to bring back the requested amount of tokens to your Masters at the end of the day(/week/...) will act on your behavior trait on the social scale.  Those token won't have any significant value at stores.

 

In order to keep the game playable and still get gold, there will be ways to sell your tokens (or buy them, at a higher price of course).  Giving tokens to your Master will grant you perk points.

 

image.png.b10992e6e5f92c91867c3d73cdcc3fe7.png

 

 

Like in Slaverun, you'll have to periodically report and bring back tokens to prove your hard work.  Each class has its own rules regarding your reports.

 

 

On a regular route, you'll never escape being a slave.  But I hope this system will help make things a bit more diverse and enjoyable.  You'll find more details on each class perks and tasks in their dedicated blog entry.

 

 

 

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There is a mod for Fallout 4 (I can't think of the name at the moment, I will have to look it up) that tracks the PC's behavior and adjusts it based on how dominant or submissive they are. The more submissive the PC becomes the harder it is to refuse orders from NPCs until they are left with no choice but to obey. I think something like this could be used with Slaverim to further enhance the feeling of being a slave.

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31 minutes ago, jd210 said:

There is a mod for Fallout 4 (I can't think of the name at the moment, I will have to look it up) that tracks the PC's behavior and adjusts it based on how dominant or submissive they are. The more submissive the PC becomes the harder it is to refuse orders from NPCs until they are left with no choice but to obey. I think something like this could be used with Slaverim to further enhance the feeling of being a slave.

 

Interesting, it's indeed a first choice to make : should the mod take decisions for you or should you always (outside of quests) be in control.  Of course it doesn't have to be black or white but I'm generally more oriented towards letting the player decide and pay the price of its actions. I agree that loss of control can appeal to a lot people, though.

Those kind of design choices are the things I expect from a design phase, though, so thanks for participating :)   Feel free to tell me how you'd see things ! 
I'll open the "Street Slave" entry to public soon

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9 hours ago, mangalo said:

 

Interesting, it's indeed a first choice to make : should the mod take decisions for you or should you always (outside of quests) be in control.  Of course it doesn't have to be black or white but I'm generally more oriented towards letting the player decide and pay the price of its actions. I agree that loss of control can appeal to a lot people, though.

Those kind of design choices are the things I expect from a design phase, though, so thanks for participating :)   Feel free to tell me how you'd see things ! 
I'll open the "Street Slave" entry to public soon

I would agree with you in letting players have a great deal of control and suffer the consequences of their decisions. This mod (sorry still haven't looked it up yet, was working) gives the player choices but as they chose more submissive actions the range of their options narrows until they reach total submissiveness and don't have any options but obedience.

 

It could be adapted to use, each time a player does obey their submission score lowers giving them more options, while each time they obey their score raises removing options.  The changes could be gradual, so that it takes many decisions to change the overall score in either direction.

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So I was finally able to find the Fallout 4 mod I referenced:

 

 

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16 hours ago, jd210 said:

I would agree with you in letting players have a great deal of control and suffer the consequences of their decisions. This mod (sorry still haven't looked it up yet, was working) gives the player choices but as they chose more submissive actions the range of their options narrows until they reach total submissiveness and don't have any options but obedience.

 

It could be adapted to use, each time a player does obey their submission score lowers giving them more options, while each time they obey their score raises removing options.  The changes could be gradual, so that it takes many decisions to change the overall score in either direction.

 

Well, getting submissive is "easy" but do you have ideas on how to be defiant once you've reached top submission ?

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3 hours ago, mangalo said:

 

Well, getting submissive is "easy" but do you have ideas on how to be defiant once you've reached top submission ?

At the moment, no. I am fairly confident though that a means could be found. I personally have no idea of how but others here with far more experience modding might have ideas or suggestions.

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Money.

This is a big issue.

For one, why would someone pay a slave for a service?

Makes no sense. I could rather imagine thieving.
What i could imagine is that the slave would be "rented" out to an establishment where services are rendered. Alone the slave would be helpless and can not really defend itself without getting in conflict with the law.

Just a thought.

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