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/erp/ - Erotic Roleplay

Where bisexual means you don't like men

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File: ac57632919f60c5⋯.png (6.99 MB,2040x2640,17:22,62c435cdba60205b4c245c4377….png)

 No.281886

For those who like an element of chance in their RPs. Who's winning that arm-wrestle? Can you escape the tentacle monster's grasp? You've been going bareback all night… She's probably pregnant, right?

Roll the dice and find out!

I know I can't be the only person left on the board interested in this kind of thing, and I figured this could also be a kind of hub for people to register interest in playing a game on the board again, things like Ero-Empire or Empress Calista's Tower that used to run regularly. If any of the GMs for any of those games or any player particularly familiar with the rules happen to still be around and are interested in starting up again, let us know! And if not, we can work something else out.

Any ideas for scenes with diceplay or games been rolling around people's heads lately?

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 No.281910

Maybe something in the ballpark of ero-empire but slower-paced an light on rules.

Easy to get into, not pressing players to make massive write-ups or get things done by a window. A few guidelines should be enough.

You know what? I'll go ahead and make a framework for this, and then maybe we can discuss/refine it a little and then launch it in it's own thread, or several, here's what I'm coming up with.

/erp/ collaborative fiction mini-dictionary

World:

A setting with an individual forum thread. Each world will have it's own themes, be they science fiction, fantasy, or modern. Different worlds are each their own "game" or "session," and can have different rules. The thread starter should generally be seen as the DM of a world, and ideally will help encourage players to join and write, perhaps by coming up with in-game events to act as a writing prompt, or setting the rules for games with competitive elements.

Civilization:

Some group of probably but not exclusively sentient beings. A civilization takes the general scope of an "empire."

Site:

A noteworthy place, can be part of a civilization, or simply just a place that exists in the world.

Entity:

An individual being, be it a citizen of a civilization, a wandering adventurer or merchant, or even a hive-mind that in turn makes it overlap with a civilization.

Relic:

Like a site, but a thing instead of a place. To be worth noting it should be a interesting object, something special and unique within the world. Can overlap with entity, such as a possessed item.

Player:

A person writing for the game. In a step away from the ero-empire format, a player doesn't need to be a full civilization, a player can be an entity, playing as a person visiting the various civilizations, voluntarily or otherwise.

That's all I got for now, I want to add some stuff about declaring something (like an entity, place, or relic) and setting how much other players can interact with it. (like anyone can write this character vs only I may write this character.) But I need more time to mull it over.

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 No.281912

File: fbf0b91cb16efb1⋯.jpg (76.39 KB,1068x117,356:39,Civilization_69.jpg)

>>281910

I like a lot of the ideas here. Perhaps players with a Civilization can create Entities that have more power or importance, like Kings, Heroes, etc and other players (including other civilization masters) can make minor characters, either just for fun or to earn some resource?

I definitely think rules should probably be simplified from Ero-Empire, but they still need to be flexible enough to encompass all kinds of settings and styles.

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 No.281914

>>281912

Continuing on from this, pitting players against each other would naturally create pressure to write/play often, pressure that might put people off.

Instead, perhaps all players could be on the same 'team' against the DM - they don't have to work together if they don't want to, but they have a common enemy. The DM creates a hostile civilization, potentially one that can run semi-autonomously so the thread doesn't need to be watched all the time, and all players work against it. When the hostile nation is defeated, players get bonuses based on their contribution against it and another hostile nation is created.

Thoughts?

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 No.281918

File: cc0aea6f6aac0c1⋯.png (320.25 KB,1184x1569,1184:1569,605d4b53_944a_4f75_a778_f2….png)

This is the rules-lite system I've used in the past for group RP's. It worked out to just the right amount of story-to-gameplay for ERP, for me at least.

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 No.281920

>>281918

It looks like it would work well for character-based games as opposed to world-based games. I definitely think it could be adapted and extended to work for a game along the lines of what Empress Calista's Tower used to be.

At the risk of over-complicating things, I see no reason why we couldn't make both a civ-level and a character-level ongoing game that are set in the same world.

For example, the character game might involve exploring some kind of site of magic, while the civ game revolves around vying for control of that same site

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 No.281921

File: f3f711947c2044c⋯.pdf (830.16 KB,Dawn_of_Worlds_game_1_0Fin….pdf)

Something like this, maybe?

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 No.281922

I want to construct a super faggoty over-elaborate JRPG-style combat system for top++ “bitchbreaker” Futas to battle for penetration rights. I want to have like a bunch of classes and magic and an armor system, and a horniness system etc

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 No.281923

>>281921

That's a neat system! It's on a more macro scale than anything used on the board before, I think, but it's certainly something worth considering. At the very least, some elements of it could be adapted and copied for something else.

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 No.281929

>>281920

>At the risk of over-complicating things, I see no reason why we couldn't make both a civ-level and a character-level ongoing game that are set in the same world.

>For example, the character game might involve exploring some kind of site of magic, while the civ game revolves around vying for control of that same site

That was intended, it gives players more ways to contribute, so ones that simply want to explore the various settings and places through writing can do exactly that without having to come up with a whole culture. This is kind of important considering the small userbase.

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 No.281931

Alright, I'll make a strawpoll for settings, then start trying to cook up some basic rules and an outline for gameplay, then put them in a meta thread to discuss any feedback and potentially start thinking about civilizations/characters.

Off the top of my head, I can only really think of three rather broad settings to keep the game as open as possible in terms of creation - classic fantasy, modern fantasy and science-fiction. Am I missing any others? I figure the big differences would mostly be aesthetic with classic fantasy having mostly magic, sci-fi having mostly technology and modern fantasy being more of a mix.

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 No.281934

>>281931

I think multiple "games" might be able to coexist in different threads, with each thread having it's own setting and possibly somewhat different rules. The same people could write in different settings instead of fencing everyone into a single setting.

It's a trade-off like anything else though, do we want to stick to one world and leave people disinterested, or split it up and have possibly less interaction?

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 No.281935

I came up with a more evenly-spread way of rolling for the scenario listed in the old dice thread, where the suggested rules leave results a little skewed (though a lot simpler to read from the dice.)

>>130916

The short version is you have two players with characters that are competing for dominance and a third factor of some kind stands to decide which if either of them has the upper hand.

I'll use the old thread's example and have a pair of rival adventurer girls trying to get a magic bangle that summons tentacles. Roleplay the encounter until a critical moment where the element of chance comes to a head, then have each player throw a die and figure the outcome as follows:

If it's a tie: Both girls grab the bangle at the same time, and share control of the summoned tentacles as they violate each other.

else If both players player roll 3 or less: bad outcome for both, the tentacles can't be controlled and proceed to molest both girls. (Somewhat the same unless you're playing with potential bad ends.)

else if the sum of both rolls is 8 or higher: The character belonging to the player that rolled higher grabs the bangle first, and proceeds to humiliate and toy with the other character.

else: the character that rolled higher has the upper hand like above at first, but the bangle eventually turns on her. (plus potential for bad ends.)

There's other ways to do this, like tie=bad for both characters, but I think this setup makes the most sense while making the odds of each outcome statistically equal.

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 No.281937

>>281934

I guess it's mostly contingent on whether there are people around willing to GM each game. I made a strawpoll for setting anyway - this way if one or two settings get comparatively few votes, we could potentially ignore that one/those two and just focus on the other.

http://www.strawpoll.me/35193092

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