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/erp/ - Erotic Roleplay

Where bisexual means you don't like men
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File: 76bfd1f3d67b520⋯.jpg (1.24 MB,1000x1419,1000:1419,__original_drawn_by_xlavhz….jpg)

 No.130916

Who likes a little element of chance in their erotic roleplaying?

What kind of rules do you use, and what do you use the dice for?

As an example, I came up with a very light game targeted at deciding how the antics between adventuring frenemies would go. It only involves one or two rolls.

I'll walk through how it works with an example. Let's say a pair of women are both searching for a magic bangle that can summon the limbs of an otherworldly creature.

the limbs turn out to be tentadicks

The roleplay starts with them bumping into eachother, and then trash talking or trying to sabotage on another until they finally find the bangle. Both of them make a dash to grab it first and then each player rolls a d6.

The main question is whether the dice roll high (4-6) or low. (1-3) This decides the scenario as follows:

Both high, tied:

They grab the magic bangle at the same time, and find themselves in control of the tentadicks as they start using them to molest eachother to make the other girl let go.

Both high, not tied.:

The character belonging to the player that rolled higher grabs it first, and then uses the other woman as her target as she gets a feel for using her new trinket.

One high, one low:

Same as above, but after the winner has some fun at the other girl's expense she finds that she starts to lose control of the tentadicks and they proceed to molest her as well.

Both low:

the tentadicks are under neither character's control and proceed to rape both women. (with each player controlling the tentadicks molesting the other player's character)

If it's a high tie, the second roll is a tiebreaker to see which girl wins in the end. However if any dice rolled low you can use it to add a chance of a bad end if that's your thing.

Each player rolls their die again, if they get the same number as their last roll, their character gets a bad end.

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 No.130963

File: 85af14c55bc09a3⋯.jpg (87.79 KB,400x489,400:489,4664983[1].jpg)

I do like random elements in my storytelling, but I don't like having very complex systems attached to it; I'd rather have it be something flexible and which can be used in any and every situation easily. For instance: if two characters are in conflict just roll a die for each one (maybe add some bonuses or penalties depending on the situation), and then just play it off of the difference between the results; the bigger the difference the better the winner does of course.

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 No.130964

>>130963

Also, I should've added that, while I find the idea enticing, I've never actually done it during an ERP section or asked anyone for it; I just feel it'd be hard to use it in a non-obtrusive way that would break the flow of the play itself.

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 No.130989

I mostly do bestiality scenes, and if my partner is really into some combination of breeding/objectification/livestock play then adding some dice rolls to the tail end of the scene can be really fun.

How many dogs need to knot her before one finally manages to knock her up? And once she finally gets lucky, just how many pups is she going to end up carrying? That knot can stay locked in there for a while– and the more cum he pumps into her womb the bigger her litter's going to be, obviously.

Oh, she was holding out hoping for a foal instead? Well, maybe she just needs to pop a few fertility pills, rush over to stables, and hope the horse's seed takes first. Obviously those pills have some side effects, though, so… etc.

It's fun to use the dice to tease and such, but that's about it. I don't think using the dice as something that can actually significantly change the course of the RP would work for me.

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 No.131073

I love having that element of chance and risk there in a game. It's fun to have something completely unexpected evolve in contrast to the general direction you feel your scene "should" be going.

I've done an RP that involved a person sneaking around in embarrassing and exposing costumes trying not to get caught, and another one where two girls had to fight and wrestle each other into bondage gear for a watcher's enjoyment.

Generally I make up something fast and loose on the spot when it comes to stuff like that. In the cases of the above, I tend to have the results of the previous check add a modifier to the next check.

Lewd D&D is also fun. My group has a player that usually doms me, but ever since a few poor rolls, my character's been lording over hers and humiliating her (and she loves it like a good little slut), leaving the player and character both wondering how to turn the tables back on me.

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 No.131074

>>130989

That sounds massively hot

ever consider playing feral pokemon? https://www.f-list.net/c/PKMN Breeder

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 No.131096

I have an idea for a system that probably needs refinement. Basically you use a range of dice, say d4 to d12 or any smaller range like d6 to d10. and use higher or lower dice based on how much leverage your character has in the scene.

Both player start in the middle, which would be d8 for both of my above examples. To start they both roll to see which character has the upper hand at first.

That first post gets the roll attached to it. Each response a player rolls a die, and then compares it to the roll on the post they're responding to to see how successful they should write their character in that turn.

This leaves a slight momentum as a good roll not only beats the last opposing roll but has a good chance of beating the next as well.

From there I don't want to set things in stone because this is still a lose idea, but I was thinking players would switch dice to represent gain and loss of leverage in a sexual wrestling session.

For example, Alice drops her d8 to a d6 because she just came and is catching her breath. And then a few turns later Bill is consistently winning with his new leverage and goes from a d8 to a d10 because he pinned Alice face-down on the bed.

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 No.131098

>>131096

I like the idea, but I think your mechanics should drive the story, rather than the story drive the mechanics. If a player gets, say, three wins in a row, it leads to a significant Turning Point. Winner takes the lead, describes exactly what they did to lead to a tipping point in that round. Did they grab and pin their arms, rub them to a slutty climax, or just push them to the ground? Winner gets better dice, loser gets worse dice. Round 2: Fight!

Just a thought. I don't know how to make game.

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 No.131100

>>131098

>I think your mechanics should drive the story, rather than the story drive the mechanics.

I was thinking that already, I just conveyed it poorly. This is a part that needs refinement.

Some will balk at this idea because the dice decide to much, but I'll stress that this is for combat or more specifically highly combative sex. So basically this need not be the entire roleplay so much as fightsex within a larger roleplay.

Basically I decided not to lay down specifically what would qualify as gaining leverage, because I wasn't confident on deciding how those would work exactly.

MY tentative Idea was your character gets to make a leverage-gaining move after several consecutive wins, and/or working in a "count up to orgasm." mechanic that lowers your die when it hits.

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 No.131272

File: 052a472732cf1d4⋯.pdf (2.08 MB,400x489,400:489,Risus Rules.pdf)

The game you are looking for is Risus. It's light on rules so that non-numberphiles can get off of it as well. Character stats are measured in Clichés, which can represent anything from race and class (Lewd Elf Wizard), a particular skill (Erotic bakery), an item (The Wand of Endless Discharge), a group of people (Rapist Orc Squad) or anything else you can bear to mention. All Clichés have a number of Dice attached to them in the 1-6 range, which determines how many dice you roll when using this Cliché. There's three types of rolls: against a flat Target Number, a Contest (party A rolls against party B, winner takes all) or a Combat. Combat has both parties roll their dice, the loser substracts one from the Cliché that lost. A different Cliché can be used for each round, and the first one to have a Cliché reduced to 0 loses. It is possible to use Clichés in an Inappropriate way (like using distinctly non-combat ones in a fight), and if you can justify how you use this you can use this. And if you win your opponent loses three dice instead of just one. You can opt to Pump your rolls, gambling additional dice to get more on your roll. If you win your opponent loses one extra die based on how much you Pumped but you lose this number in this Cliché as well, and if you lose you lose your gambled dice as well as one normal die. The loser of a combat is not necessarily killed: they can be defeated in all sorts of kinky ways. Players can also form Teams where the other players get to roll their dice to augment the Team Leader, but only their rolls of six count. Damage can be moved around as well to lengthen the lifespan of the Team.

And that's Risus. It's free and the core rulebook is only four pages long (core rulepamphlet?), so check the attachment.

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 No.131290

>>131074

Fuck me, forgot that F-list parses spaces in URLs

https://www.f-list.net/c/PKMN%20Breeder

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 No.137398

Anyone want a DM guide for the Empress Calista ruleset?

I figure it's not out of the question that someone else wants to run a similar lewdgame and might like my notes.

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 No.139166

>tfw you'd love to set up or at least take part in a new lewd game, but there never seems to be enough time

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 No.139180

File: 85a56aa1f3d13c1⋯.pdf (81.67 KB,Random Encounters.pdf)

http://anydice.com/ is a pretty nice little tool for this.

I've made a few erotic systems in the past, hell, I've played enough CoC (not the lovecraftian one) and its derivations to know most bends of lewd diceplay. And yet, I've never really had the chance to try out something to this tone. Neither diceplay or a lewd pen 'n' paper play.

Even then, I've had a little thought: You know all those random encounter tables, where you throw a d100 and pick out exactly how you're getting fucked up?

Well, how about a table in which you find out exactly how you're gonna get fucked?

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 No.153923

Giving this a little necrobump with a simple concept for two characters competing: Each character has a die or a few dice, but the number of sides correlates to their ability.

Example: Plain wife (d6) discovers a younger slut (d8) has seduced her husband behind her back. Slut goads the plain Jane into a blowjob competition. They take turns sucking(rolling dice) and whoever gets the cumshot wins. (Add each dice roll to a total, however brings it to or past a target wins.)

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 No.153924

>>130916

I've recently gotten into the habit of making autistic systems for my roleplaying. Seems like every partner that asks for it enjoys it (mostly because I'm doing all the heavy lifting) and quite happy with how they turn out.

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 No.153942

Diceplay can be a lot of fun, but I don’t get to do it all that often. Anyone have any suggestions for getting diceplay into more non-game scenarios? Other than the obvious chance of pregnancy

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 No.154028

>>153924

Show us the goods!

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 No.154038

>>154028

Sorry. I don't like posting my profiles on here but I will give you a hint. My most popular one is aimed towards corruption play.

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 No.154052

>>154038

They might have wanted a copy of your rulebooks.

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 No.154087

>>154052

I tend to have my rules on a profile and link it to the character associated with it. Makes it easier to find and to kind of tempt my players. It shouldn't be hard too find.

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 No.154223

>>130916

>What kind of rules do you use, and what do you use the dice for?

I use targeted success rolls for anything "difficult" the player might do, basically. So if you want to jump a small gap, that 's a (rolling either 2d10 or 1d20, player's choice) DC 4. If you want to say, decipher some runes you shouldn't know about, that's DC 17. If you want to escape a few grabby tentacles, that's DC 7… and then if you fail that, it becomes DC 9, then 12, and then 15.

Beyond that I use 2 stats. There's "Arousal" which is how much things around you are turning you on, physically or mentally, and when it caps out you orgasm and typically get fucked by whatever made you cap. Every 5 arousal (it caps at 20 usually) makes every DC 1 point harder, as trying to restrain your (girl)boner makes it difficult to do anything. Players can masturbate somewhere safe to reset it, but have to be wary about something trying to jump them while they're seeking relief.

The second stat is "Lust". You get a point of lust whenever you cap on arousal and do something naughty as a result, or whenever you just decide to do something really naughty in general. Every point of lust increases DC by 1, and as the player starts gaining lust I start changing up the narrator a little bit. Lust represents corruption, really, so it starts becoming a little voice inside the player character egging them on, or trying to convince them to do more perverted things.

A 0 lust character (mechanically) wouldn't even think about jumping into that pool of aphrodesiacs, especially with the tentacles growing all along the bottom. A 3 lust character will have to make a DC check to resist the temptation to do so.

Add in the fact that everything gets harder the more lustful and aroused you get, and the entire game becomes a slow ramp up into sexual decadence.

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 No.154444

>>154223

I like the system of arousal gradually increasing and making things more difficult and of a permanent corruption. Your example DCs are fantasy adventure themed but the system works for any RP and any kind of conflict/challenge, so the setting and style of RP can be anything.

I see how masturbation works gamewise as a recharge, a way of lowering arousal but only in a safe location at the risk of being jumped. Personally though I find it hotter when masturbation is something to be avoided, like if it increased lust every time. There would need to be an alternative way of decreasing arousal, which could be going some time without it increasing and maybe passing a DC to avoid thinking sexy thoughts. Like after 30 minutes roll against DC equal to arousal to reduce it by 1, and so on every 30 mins in which it hasn't gone up. Or maybe the character could focus on something else to reduce lust, like exercise or studying something, again rolling against a DC to do that, although that DC would be harder the more aroused the character is as normal for rolls.

Masturbation has the built in drawback of being something you can get caught doing, by an enemy in a combat-themed RP or just by someone else in slice-of-life type RP. A reason for a character not to do it could be personal morals, chastity, or some curse that kicks in whenever they masturbate. It could be given a penalty in the game system of causing the character to gain a new fetish every few times they masturbate or if they do so too much in a short period. The fetish will be something related to what got them aroused or the situation they got off in, and from then on they gain a point of arousal (or roll against gaining a point, DC equal to number of fetishes?) every time they come across the object of the fetish. They could also gain a fetish upon reaching the arousal cap at 20, or max arousal could lead to a DC against masturbating on the spot (awkward in social situations!).

That all fits the ramping up of corruption over the course of the game, with some ability to resist but not reverse the growth.

Also the choice of 1d20 or 2d10 is very easy to decide if it's made on the fly every time a roll is called for. 1d20 has equal chance of any result, while 2d10 leans strongly towards 11 and away from high/low results (and can't roll 1 at all). So for a DC lower than that 2d10 is best and for a higher DC 1d20 is best, unless there's a critical fail possibility.

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 No.155485

>>154444

>>154223

Good write-up! You made me tempted to run my own CoC-style DM'ing profile, honestly.The simplicity is really what makes it.

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 No.192746

File: a14cf441acb26d4⋯.png (3.36 MB,1109x1435,1109:1435,ClipboardImage.png)

Figured I'd bump this thread since traditional games have been a long-time passion of mine. Got some questions to add to the ones already in the OP. I'm considering the idea of developing a system of my own or putting together an add-on for something relatively simple.

1. How do probabilities work in your current/ideal diceplay ruleset?

1d20 (1 through 20) makes all outcomes equally likely, 3d6 (3 through 18) trends towards middling results, and there are still further resolution mechanics like Fudge dice, dice pools, and even cards. Should players have influence on their own dice rolls, such as being able to spend resources to gain momentary benefits, or would you rather leave things to chance? F-List doesn't have great support for rolling multiple dice at once (only the final result is revealed, and not the individual dice), but do you use any roleplay services that do it better?

2. How important is it to you to have rules not specifically relating to intercourse/kink?

Combat resolution, magic, money, etc. If you're interested in any of this you probably already have a favorite system, but what sort of purpose might these rules serve in your ideal system or roleplay?

3. How important is it to you to have rules for sexual intercourse and kinks specific to intercourse?

Vaginal, titfucking, irrumatio, cockwarming, etc. Assume this is part of an effort to provide rulesets specific to your kinks.

4. How important is it to you to have rules for kinks that don't necessarily have to occur during intercourse?

Vore, petrification, macro/micro, specific bodily preferences, etc. Assume this is part of an effort to provide rulesets specific to your kinks.

5. Would you consider it more important to represent a wide array of kinks, or to include less kinks with more detail?

Generic systems have their own merits, as do more specific ones. Some systems are easier to rig for alternate settings or themes, others not so much. You'd have great difficulty, say, converting Shadowrun into something for Pokephilia.

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 No.192898

File: 99460a9b943f9bb⋯.png (5.17 KB,389x246,389:246,Sem título.png)

>>192746

Hey, this is a good thread. Thanks for bumping it.

>How do probabilities work in your current/ideal diceplay ruleset?

I use a hack of the Simple D6 system (pic related) with bonuses and penalties given as needed for particular skills and/or useful gear.

> How important is it to you to have rules not specifically relating to intercourse/kink?

I don't use specific combat rules, fighting is just a skill challenge like every other with a difficulty according to the opponent. I think it's more important to be able to wing a ruling instead of having something prewritten.

> How important is it to you to have rules for sexual intercourse and kinks specific to intercourse?

Have a lust/arousal/whatever metric, when it maxes out you get fucked. Easy.

I dunno about the last two. Have fun, anon.

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 No.193522

File: 6a1f2329e45cdc3⋯.jpg (3.68 MB,2123x2750,193:250,Completely_Horrible_and_Ut….jpg)

File: 6603cd02b9aec76⋯.pdf (116.73 KB,Sex is Combat, K_.pdf)

I was hoping that maybe I'd get one or two replies more so I could change things a bit based on the answers I got, but that was probably asking for too much when we've had a few hundred bitching threads in the time that this thread's been around.

>>192898

Cool. I put in rules about resources like lust/arousal so that you can model that, fighting basically works how you described it (except for how ties work, and just taking an attack has different effects than defending and failing). Rolls are 2d6+X, with modifiers typically ranging from 1 to 6.

Anyway, I've finished a few pages. First 3 are the absolute most basic rules. Unless there's something that's terribly, horribly broken, that's probably it for the basic rules, and any further edits will be for providing rules/actions for specific kinks and interests.

Quick run-down:

Stats vary based on the campaign/desired themes. Skills available if you want to specialize in certain uses of your stats. Skills can be added to characters at will, so long as they're balanced against the associated stat's total. Damage is typically (but not always) done to stats rather than resources like hitpoints. You can make resources that don't get used for rolls as stats do, but they're 2 points higher in exchange. You're free to come up with your own stats, but I provided a few examples.

>Fighter, Rogue, Wizard, Slut

>Performance, Eros, Endurance, Purity

>Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma

You can counter an attack with one of your own (and risk losing on a tie), defend (always win on a tie), or endure the attack (always get hit, but additional effects are reduced as if you had made a perfect 12+X defense roll). You can model battlefucking, rape, and sex as combat if you want to. Of course, the rules are only suggestions, and you can limit the diceplay to just what happens before or after.

"Position" system affects initiative and may also produce persistent effects against the character who was forced into the position, the character who initiated the position, or both.

Unrelated, but I also found the higher-res version of the earlier image I posted.

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 No.193546

>>193522

Hey, anon, I quite like your system. You don't mind if I crib your "Fighter, Rogue, Wizard, Slut" array, do you? I'm figuring out some sort of "roguelike" profile based around a spooky dungeon full of possible bad ends, hall of fame for most spectacular game overs and all. I kinda wanna use your system since it's pretty rules lite and surely calculating THAC0 isn't very lewd.

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 No.193554

>>193546

Go for it. Do whatever you want with the system. You could even say you made it yourself or sell it, and I wouldn't do anything about it but I'd be pretty sad.

I'll be using this trip if I need to answer further questions, and provide updates or actions/rulesets for specific interests.

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 No.193744

>>193546

>surely calculating THAC0 isn't very lewd

Says you. Nothing gets me more hot and bothered than charts. It's a shame that no one else is down for my niche and autistic fetish. Also it's easy: THAC0 − AC = Target. Lower Numbers means doubleplusgood.

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 No.194906

>>192746

>F-List doesn't have great support for rolling multiple dice at once (only the final result is revealed, and not the individual dice)

So I just found out last night while doing some diceplay with a new partner, that it is possible to have individual dice shows up, it's just very clunky.

If you want to do a 3d7 dicepool and see the individual number rolls, then you have to type /roll 1d7+1d7+1d7

Might be helpful to some people.

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 No.275435

I'm necrobumping this to see if there's fresh people to talk on the topic, but also to see if anyone's interested in playing the type of "adventure frenemies" scenario described in the OP.

Probably over f-list notes or email.

https://www.f-list.net/c/zellen/

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 No.280856

Any other anons interested in discussing dice?

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