Mindbreak Framework: Purpose and Goals
Why is something like this needed
Main problems in roleplaying w/ LL mods are:
1. Mods are disconnected
2. Some mods are so free-form or sandbox that it doesn't feel "like a game"
There are lots of great Skyrim story mods that involve NPCs "corrupting", "breaking", "training" the PC, either through some subtle manipulation or force:
- - Troubles of Heroine
- - Sanguine's Debauchery
- - Angrim's Apprentice
- - Submissive Lola
- - Devious Followers
- - Trappings of Fate
- - ... more
These sometimes have their own mechanics, for example Devious Followers willpower stat. Or they have no mechanics and the player is either free to choose any outcome or forced to choose outcomes, for example Troubles of Heroine, which often just describes the PC being tortured without any stat or mechanic to represent it.
Overall trying to roleplay with many of these mods leaves a disconnected experience. If Bruiser from ToH punches the PC, it does not change the devious followers willpower stat.
Also, with some mods it doesn't feel like a game. In trappings of fate, the end of the mod has an option to submit to the captor. But it is totally up to the player's choice. As a player, I want to think "I need to finish the puzzles quickly, because if I'm not fast enough the character will break and submit to the bad guy".
Overall goals that a framework mod should accomplish
- It should allow events from one mod to inform how the character interacts with other mods
- It should allow a mechanism to restrict player choice
- It should allow a mechanism for a PC to be "broken", "trained", "corrupted", etc, providing a game-like component to sandbox type mods.
Design principles
- We will never get widespread, or maybe any, adoption. The game is too old and there are too many mods to patch them all. So the mod should provide a way for players to quickly "let it know" that something from another mod has happened. It should also provide a way for the player to "ask" the framework about the kind of choices they should make. For example, a hotkey should be available to quickly check whether the player is too corrupted to refuse a request from their Submissive Lola follower, rather than relying on the mod to be updated to restrict dialogue based on the framework.
- The framework should allow for global and local changes in personality. Whether the PC agrees to a sex request from an approach mod should change depending on if they are drunk, horny, tired, etc. But a very well trained slave might never refuse a request.
- The framework should allow for "bad-end" scenarios which don't totally end the game. I want to be able to play through a long campaign in-character and still have the game be playable. That means if the character gets "broken" by a submissive lola follower, it shouldn't mean she's going to want to have sex with every bandit she sees. Whatever mechanics or stats exist should allow for a wide variety of outcomes.
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