Atalanta Posted April 22, 2014 Posted April 22, 2014 Since there are some player-slavery mod in development right now, I started to think a little about this. First off, I don't know, if I will develop this mod and I don't have exp. Also I don't have time right know. But maybe someone else will do it/use some of the ideas for his/her mod. It would also be nice to know if this would be even possible without putting in 1k hours of work (That's a question to you guys who know how to mod^^). So if you think that reading this know isn't worth it, you should quit reading it. By the way I should mention, that this post is propably very long. I don't know, if I "steal" any ideas or if this was already mentioned by someone. If thats the case: I'm sorry. Basically I started to create this idea, when I read the post about the new mod. "Slaver Town" I think it was. People where talking about how boring most player slavery mods are, because you can't do something/you do the same stuff over and over again. And then there were also suggestions like animal raping, ... So, how to create a mod, that can provide the MOST players with what they want ? Seems like an impossible task... Well here is my solution: keep it simple and use some elements again. To put it more detailed: First: the goal of this mod should be to get your freedom back. So the goal is, to get enough money, so you can buy your freedom. The mod should start with you getting enslaved (who would have thought that^^). How thats gonna happen: Not important. There you should be introduced by someone(not a slave). He explains that you are a slave now and maybe some rules like: don't talk unless you are ordered to, never disobey your master, ... (I think this could be done with several dialog options and putting the dialog in specific ways so that the player really has to read and understand them. That way you don't just click your way through the dialog). After that, a slave appears to "welcome" you. But that slave gives you a poison. The poison, lets call it PoisonA) should effect you with Health/Stamina/Magicka damage. You can't cure this (maybe with alot of money). The poison should slowly reduce your attributes (5%, 10%, 15%, 20%, ...). Now/After a while your new master appears (random) and takes you to your new home. Now he gives you some types of quests: 1. Deliveryquests, Buy something quest, etc. (there should be some options here). Here would be a time limit a nice feature so that you have to hurry. 1.1 Success: If you finish the quest you get the next quest or you have to wait. YOu don't get a reward. 1.2 Failure: You are punished bondage/rape/whipping (enough options here provided from other mods) 2. Taking you to the arena to fight 2.1 Success: You survive, no reward. 2.2 Failure: you die (hint to PoisonA) 3. Complex Quests like in the latest slavery mod, where you have to find the murderer. Also witha time limit. Consequences would be the same as for point 1. 4. Quests, where you can move freely. If you haven't guessed it now, there should be at least a new town (like whiterun) for this mod. This quest will give you the freedom to move outside the city. There you have to get something/kill somebody/.... But before your master let's you outside, you have to take another poison (PoisonB). This poison will kill you after some time and only your master has the antidote. Since you have/should have no personal as a slave, the guard should take everything(maybe only gold and weapons), except some bondage devices, from you. Then you have to complete the task before the time runs out. When you enter the guards will again take everything from you except the quest item. 4.1 Success: You get the antidote. Nothing else happens. 4.2 Time Up: You die 4.3 Return with nothing: You get the antidote and you are punished. The last point should give the player a bit of a relive. The quests should, if possible be given random. So now what to do when your master sleeps/isn't there. Just waiting in you cell or bound somehow gets boring after some time, doesn't it( Maybe this could be done for very disbehaving slaves). So I would suggest an area whithin the city/a dungeon/a new city for the slaves, where they can "move free" (unless bound^^). There you can earn money by prostitution, fighting against other slaves, etc. With that money you have to buy food(if you play rnd), an antidote for PoisonA (this should only get your attributes back up, doesn't cure it), trade places with another slave (this means, if your master doesn't suit you, you can change your master buy trading places with another slave. This could provide some new experiences and since you can't choose your master at the beginning, be usefull to some player). So now that this isn't to easy. I thought about traps (The best would be 10 traps(depending on the size of the city)and only 3 would be activated randomly, switching from time to time). If you walk into a trap, there are two options: 5. Guards search you: Basically, they take everything away from you except your clothes (maybe not). If you possess gold or weapons you get punished. If you don't possess anything at that time you are lucky. 6. Slaves amubush you: Could do nearly the same as guards. Maybe something different, not clear. As you may have guessed, you propably can't fullfill your masters orders anymore. Bad Luck. This should prevent you from being a too well behaved slave (don't know would also be kinda boring). It also should add some difficulty to getting money for the antidote (in order to survive the arena, outside quests) and getting money together for your freedom. The traps shouldn't be visible before it's too late of course. But how can you get money ? 1. Hide the gold outside of the town till you have enough. 2. Find a way to keep it together inside the town (maybe preventing the pc from just putting it into a chest) After you have enough money, you get the antidote for poisonA and walk your way. So thats basically it. I would have thought about using sexlab (for sex), devious devices(for other punishement), xaz prison overhaul (as a training facility for very bad behaving slaves / of course there could be created something new for the mod), zaz animationpack, whatever else could fit from this forum. Well I hope, that with those settings, this game will not be to boring. So how to give to people what they want. That's by the choice of your master. I think it would be great to leave some spaces in the city open. Other modders can now, fill these spots with own houses/masters. After that you one should be able to copy an existing master and modify quests slightly. After that you can change the punishment to rape for example. After that placing a slave to trade places with (priactically ending quest from old master, starting new one) and done. Of course there has to be the restriction of only messing with the house created in that place. And since there is an option to change your master you can serve under the master you want, after you have made enough money. So you still have to serve under a master you don't want at first. Makes it a little more of an experience. I hope I didn't forget anything. Of course everthing has to be made lore frindly in the dialogs etc. As for the masters. Here are some thoughts:- Sourcerer: Tries to develop skills to control people. (Could be done with FNIS???) - Butcher: Hunting quests (outside the city), getting ingredients inside the city, finding thief ... - Alchemist: let's you try out combinations with some ingredients. --> If you fail punishment ?? So now at the modders out there: Do you think it's possible ? Yeah the creation of the city takes time an placing the npcs. But after you have made one quest for 1,2 and 4 categorie you could easily copy and manipulate them with the CreationKit ? Basically as some sort of framework. Well if you would add new animations etc it would be a very long task. But with only using the existing ? If you read this, you're almost finished. Well done. So what you guys think ? worth developing ? possible? Well, if someone wants to develop it, I don't wanna stop you.
Daycrist Posted April 23, 2014 Posted April 23, 2014 This is something implemented in various mods including, Sexlab Submit, Sexlab Defeat, SD+ Sanguines Debauchery......not a real new idea
eric_starbuck Posted April 23, 2014 Posted April 23, 2014 I think the idea of the poison before letting you go outside alone is a good idea. so you are free to move and do quest but you are still bound to your master. All the rest it seems a lot of work. I don't think it could be easily done. I could be satisfied with just an expansion to SD+ behaviour (timebased poison + quests for master. success: pleasing master improval, failure: punishment, DD applied and pleasing reduced. time failure or defeat: death). The best thing about SD+ is that you can get enslaved everywhere by everyone, so the variety is granted. it could just be expanded on tasks and duties as a slave.
Princessity Posted April 23, 2014 Posted April 23, 2014 I think the poison idea sounds really interesting and original, I don't think anyone ever thought about it before! If I was making a slavery framework i would totally use it! Mebe with some variations. it wouldn't even have to be poison, the same system could apply to an addictive drug or a special spell or enchanted restraints or an implanted parasite or other stuffs like that and could depend on master, it totally sounds more fun than being restricted to a radius around an NPC all the time
Pinute Posted April 23, 2014 Posted April 23, 2014 This sounds pretty good to me. I like the poison concept a lot. A suggestion for handling the gold issue - create your own currency and allow it to only be kept in particular containers.
EternalDamned Posted April 23, 2014 Posted April 23, 2014 I think it might be easier to implement if it was done as a unique disease rather than a poison. Could model it after vampirism where it progresses in stages, and once you reach final stage without cure...you die!
afa Posted April 23, 2014 Posted April 23, 2014 The town can just be the town for slave town, maybe expand it. so that's not too difficult. The poison and time limit concept however needs to be look at more closely. Time limit is rarely fun in game, especially for a game like Skyrim where traveling and waiting can easily burns hours or days of game clock. The poison debuff could either be too powerful where the pc can't do anything therefore can't counter it effectively or it can just be a nuisance. Another issue with a slavery escape "quest" mod is that they have to walk a fine line between how long it takes versus how long will the player stay engage with it. If it is too short, it'll feel lacking and inconsequential, if it is long no matter how engaging it is, after a few runs through it. The next time a PC is capture and the player knows what's ahead you might as well reload since you have already seen everything.
E_Nigma Posted April 24, 2014 Posted April 24, 2014 Cool idea, the new slave town mod has quickly become just another one of those bits of dialogue and walking between getting raped mods. This seems interesting though
Guest IAmTheOneWhoKnocks Posted April 24, 2014 Posted April 24, 2014 With my new slavery mod I only have the basic introductory quests done so far but I am planning to add more interesting quests in the future, perhaps similar to some of these things. I'll try to take these ideas onboard as I develop.
1conseq Posted April 25, 2014 Posted April 25, 2014 The Slaver Town mod made by Walter White over there is a quest mod that is already a work in progress. You sure you want to make another quest mod about slavery? The poison idea can really be used to restrain the player character, and it doesn't even need any negative effects, the only one needed is that if our brave heroine doesn't take the antidote in time, the poison will be deadly, so she is forced to do whatever it's asked because she doesn't know any other source for the antidote. A similar idea has actually been proposed before, but instead of a poison, it was drug addiction. A lot of brainpower being utilized here to think about ways of restraining and forcing the girl avatar to do something against her will, isn't it? One thing I really like about Sanguine Debauchery is that it integrates slavery to the world of Skyrim and with that, also integrates the sexlab framework as well. In SD, our brave heroine dragonborn becomes a slave because she got herself beaten in combat. You don't need to plan or to force it to happen, while you guys are baking your whiz to create circumstances that force a situation that is against the female PC's will, SD already kind of does it and even better, the player doesn't even need to fall for a trap that he already knows the outcome, it's a circumstance that may or may not happen to the PC, because it's become a part of the sandbox. This concept is what I actually believe that could be expanded.
carnifex Posted April 25, 2014 Posted April 25, 2014 In SD, our brave heroine dragonborn becomes a slave because she got herself beaten in combat. You don't need to plan or to force it to happen, while you guys are baking your whiz to create circumstances that force a situation that is against the female PC's will, SD already kind of does it and even better, the player doesn't even need to fall for a trap that he already knows the outcome, it's a circumstance that may or may not happen to the PC, because it's become a part of the sandbox. This concept is what I actually believe that could be expanded. Yeah, slavery as death alternative is a solid idea that won't break anyone's immersion (especially since there's also the option of submitting willingly for those too cowardly to even attempt to fight for their freedom), and although the current state of slavery quest is lacking in playable content, it has great potential for emergent gameplay. For example, if you haven't tried it yet, you can actually submit to a follower of yours and then go about questing while collared, bound and occasionally screwed or punished for getting your Master into trouble. There are some problems with it, like several quests that absolutely require the player to do something the follower can't be ordered to do (like cutting spider webs in Bleak Falls Barrow), but that can be worked around with some creativity or, worst case scenario, using the Safe Word feature to temporarily set yourself free. In time, skyrimll is planning on adding more content to both random enslavement and master-as-follower specifically. Things are looking good. Then again, there are several other mods promising similar content in the future. Kinda makes me wonder if there won't come the day when people are actually complaining about overabundance of mutually exclusive slavery mods. Meanwhile, the discontinued, devoid of sex options Paradise Halls remains the best player-as-slaver mod for Skyrim... sob...
afa Posted April 25, 2014 Posted April 25, 2014 Then again, there are several other mods promising similar content in the future. Kinda makes me wonder if there won't come the day when people are actually complaining about overabundance of mutually exclusive slavery mods. I never wanted to say it out loud because that would make me seems like an ungrateful bastard... But truth be told there are a already couple of mods that overlaps each other. While they all maintain their own characteristic, and are equally great in their own right, they don't necessarily play well with each other leaving hard choices between which feature set I want to have while sacrificing others.
carnifex Posted April 26, 2014 Posted April 26, 2014 Then again, there are several other mods promising similar content in the future. Kinda makes me wonder if there won't come the day when people are actually complaining about overabundance of mutually exclusive slavery mods. I never wanted to say it out loud because that would make me seems like an ungrateful bastard... But truth be told there are a already couple of mods that overlaps each other. While they all maintain their own characteristic, and are equally great in their own right, they don't necessarily play well with each other leaving hard choices between which feature set I want to have while sacrificing others. Yeah, I'm getting by at the moment, but am seeing one giant mess of mod conflicts in my immediate future. Even now, for example, I have two mods running that track my character's submissiveness - Slave Town and Captured Dreams shop. Each does it for it's own purposes, so it's not exactly a problem, but weird. Then, if one day APPS advances past the tavern prostitute quest, I'll have three submissiveness tracks going on independent of each other. In terms of BDSM scenarios, only Slave Town doesn't currently aim to conflict with anything else by presenting a discrete, quest-driven slavery scenario. Then, SD+ and Defeat both plan to introduce more advanced captive/slave scenarios I'd definitely want to see that will almost certainly conflict with each other due to both being death alternative mods, and there's no telling how APPS and Surreptitious Streets will play with everything else.
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