Guilds of Morav - Simulation game ideas
Hello!
I've been having fun in the past week by writing out detailed ideas for a game I'm feeling serious about trying to make. The basic concept is that you are in charge of an adventurer's guild that deals with small scale incursions by various, mostly humanoid, often horny monsters, choosing with each monster to either satisfy its goals so it leaves voluntarily, or to harm it in battle enough times to drive it away by force.
I thought some people here might enjoy reading a few excerpts from the design so far, particularly since my own hypnosis fetish shines through quite clearly.
---
First, here's a story event teaching the player about a previously hidden "hypnotic training" mechanic. I'm using "Raven" as a stand-in for the player's chosen character name. It is written assuming that a loss to a Lamia by a Warrior class adventurer named Erik triggered the event; some modifications will be needed in other cases.
The next day, Raven meets up with Erik on the street along the way to the guild house.
"What happened out there? I know you've kept yourself together when face to face with a Lamia before..."
"I'm not sure, either. In my other Lamia encounters, I've felt dizzy after a few minutes, as if her constant sways back and forth were making waves that pulled me along. I'd sometimes get caught up in the feeling, but I always shook it off after a second." Erik is clearly embarrassed, and rubs his bruises as he speaks.
"Never realized it had come that close. It always sounded like you were in control. What was different this time?"
"Everything, right from the start. As soon as she made her eyes glow, I was already drifting, and every time I thought I snapped out of it, her next move drew me right back in. It was as as if I was already hypnotized before she even started."
Suddenly, an unfamiliar voice chimes in. "That's exactly what happened, of course."
Both of them turn around to see a middle aged Witch in a dark green robe and a matching hat, accentuated by a long-chained ruby pendant resting on her chest, and red rimmed glasses. She continued, "You've trained yourself to go into trance when a Lamia fights you, so pulling out your sword and seeing her ready herself already did most of the work for her. At that point, her eyes were just the final trigger."
Erik is clearly offended, and resumes the last few steps toward the guild house before waiting for Raven, who stays a moment to defend his honor. "Erik is a Warrior, not a Pervert. He does not waste his training hours." [Note: 'Pervert' is an actual in-game class.]
The Witch smiles. "I didn't mean it like that." She follows Raven into the building, and faces Erik to explain. "Some monsters know how the human mind works better than most humans do. Just like how we train our weapon strikes so that we 'see' and 'feel' the follow-through even as we start our attack... HA!" She swings her staff in the air for emphasis before leaning it against the wall. "... so too will anticipating a hypnotic encounter make our minds 'see' those eyes we fell into so deeply, and 'feel' the deepest trance we fell into the last time."
She holds out her right hand. "I'm Nera, hypnologist." Erik shakes her hand, but she reaches slightly past his hand, and brushes the underside of his wrist with her fingernails. "I study why we fall so deep into the lull of a Lamia's soothing sway." Nera slowly gestures her left hand left and right while tilting her head for emphasis. She also trails her right hand's fingers across then off of his hand, leaving his arm hovering in the air as if stuck in place. Then she lowers both her voice and her glasses as she leans forward. "Why we look so deeply in her hypnotic eyes and fall into such a deep, soothing trance." She stares directly at Erik with her bright green eyes, and he stares back.
"Sleep." With a command and a snap of her fingers, Nera finishes Erik off. His eyes close, his head bobs forward, and his knees buckle. Nera swiftly catches his fall, ultimately cradling his head on her bosom in a practiced motion.
Silence follows. Raven is surprised by the spectacle, and expects Nera to continue in some way, but instead the 'hypnologist' simply looks over to Raven to study his reaction. Finally, Raven breaks the silence. "Are all people so easy to hypnotize?"
"It's all about the circumstances. Everyone has moments when they are easy to guide into a trance, and moments when they are not. For example, the way you looked at your friend's... comfy position here gave me some ideas on how I might bring you to enjoy a similar experience." Nera shoots Raven a smirk, then turns her attention to Erik. A few whispered words and a snap of her fingers later, he's awake, and soon afterward he hurriedly pulls himself upright.
Nera continues her lecture. "The main goal of a monster who is trying to hypnotize a human is setting the right mood. Normally, a Lamia forces a man to focus on the subtleties of a repetitive fight, until boredom, of all things, leads him to follow her lead automatically and let her visually stimulating eyes drown out his conscious thoughts. But that setup can - perhaps ironically - be skipped if the man's thoughts are already focused on trying to fight off another trance like the ones he is vividly remembering. Every encounter where you slip into a monster's hypnotic influence, even for just a moment, will in the future let that species easily trigger your mind to return itself to a near-trance state, at which point the memories enhance the sensations each time you start slipping the rest of the way down."
Raven ponders what this means for the future of his guild. "That sounds dreadful, but other guilds survive somehow. What can we do about this problem?"
"The usual strategy is to rotate your active adventurers. Don't send the same person to the same kind of hypnotic monster more than once or twice until the memory fades - this takes about 10 days, or longer if there was repeated exposure. Now that you know to look out for this, you can track it on each adventurer's information sheet."
Nera pulls out a business card and hands it to Raven. "Some specialists, such as myself, can help speed up the fading process. For a reasonable fee. My shop also offers training for a spirit-based technique to become more resistant to trances in general, and we even sell an amulet which can diffuse the magical component of most monsters' hypnotic powers."
Raven looks over to the regional map, deep in thought, rethinking his strategy for the week based on this new information. Her sales pitch done, Nera retrieves her staff and heads back to the door.
"Thanks for your help, Nera. I'll let you know if we require your services."
Nera conspicuously adjusts her pendant, and directs her attention to Raven. "Also feel free to tell me, Raven, if you desire them. Farewell."
---
Here's an introduction to the game. It's too lengthy at present to use as a game's front page description, though.
Welcome to Morav, a fantasy world with humans and many species of monsters. Humans are not always the top dogs here, and while cities defend their lands from large scale invasions with a government-run army, such an organization would be ill-equipped to handle the individual monsters that enter human territory all the time - many of whom are not even hostile!
A common and important reason for interaction between monsters and humans is the transfer of magical energy through sex; though intercourse between species is never fertile, the spiritual energy of humans and of monsters are very different, and exchanging the two can leave both participants more powerful than before. Besides this, some monsters are merchants, eager to trade components of power that are common in their native lands to obtain pieces of technology that humans consider mundane. Of course, monsters do cause damage: the sexual appetite of some could be described as "rapey," some others have no sense of scale with the "pranks" they play on humans, and a few are vigilantes unwilling to wait for others to join in their assault against the humans they hate.
Interacting with lone monsters is therefore a high risk, high reward activity with too much nuance to leave to a large organization. Thus, cities use regulated but privately owned Guilds, each organizing a small number of adventurers, to navigate these encounters carefully. You have recently formed your own guild.
To protect the adventurers, each guild is provided with 3 recall rings. Two of these are scouting rings which will immediately send the carrier home upon direct contact with any monster. The last is an advanced version which monitors the carrier as well, and in order to ensure the wearer has time to make whatever progress they can, will wait to retrieve the user until a short while after they have suffered significant injury or have completed the energy transfer associated with sex.
Your role in this game, then, is to manage your guild. You will select which adventurers to hire and retire and assign them equipment and training regimens as needed. Each game day, you will select up to two suspected monster locations to scout and one to directly confront, and decide which adventurers from the guild to use for each.
You should consider the physical and mental state of each of your adventurers as you do so. When a monster you encounter leaves the region, you receive a bounty based on the level of threat the monster had posed. Guilds that achieve great things will be rewarded, while failures will find themselves bankrupt. Good luck!
---
For some game mechanics, here are my notes on the character properties that only adventurers have (as opposed to things common to both adventurers and monsters.)
Offensive Skill - Overall effectiveness of using the "Offensive" strategy in approaching a monster. This strategy is, for better and for worse, unlikely to be converted into a friendly encounter. It is subject to Trap defenses, if the monster has them.
Defensive Skill - Overall effectiveness of using the "Cautious" strategy in approaching a monster. This strategy is the default case for Friendliness rolls. It is more vulnerable to Hypnotic effects than either of the other strategies, but less likely to suffer Wounds even if combat occurs and goes badly.
Diplomacy Skill - Overall effectiveness of using the "friendly" strategy. This approach makes the monster more likely to have a friendly encounter with the character, enabling trade, consensual sex, or progress toward satisfying the monster's condition to head home without doing more harm. However, this strategy leaves the character at a disadvantage if combat does happen.
Task Skill - How good the character is at nonsexual friendly encounters. Affects the likelihood of progressing the monster toward a voluntary departure.
Fetishes - Humans can "have a thing for" particular species of monster; they are more susceptible to attraction to or seduction by those monsters, and when an unsatisfied Libido leads a character to seek a monster, their decision is very strongly dictated by their fetishes. Fetishes can be debilitatingly severe, nonexistent, or everything in between. Negative Fetishes also exist.
Grudges - Humans can carry a lasting hatred for particular species of monster. This hatred can take various levels of severity, and it increases the likelihood that the character will choose unfriendly interactions with the monsters in question. Characters are unlikely to be seduced by someone they hate.
Hypnotic Training - This is a mechanic the game keeps secret until the first time it makes a significant difference when a monster uses its Hypnotic Powers. Each time a monster entrances an adventurer to any degree, it trains the adventurer's mental associations to make subsequent inductions more effective, with repeated trances adding more Training stacks.
---
And finally (for now), here are a couple of monster designs.
Centaur
Nearly human from waist up but horse-like below that. Physical incompatibility with humans requires their sexual activity to be oral, which halves the usual Spirit gains for both sides. All Centaurs have a high Seductiveness, but males in particular have a reputation for getting women to drop their weapons mid-battle. In normal combat, Centaurs have above average defenses and high physical attack.
Merman/Mermaid
These fish people have slightly iridescent scaly skin, a single finned tail in place of legs, large eyes, coral and pearl bead based clothing, and a soothing voice. They also have a flexible, controllable tendril sprouting from the upper forehead which naturally rests a little above eye level but can be lowered as far as the mouth. The end of the tendril is bioluminescent, and both genders use it as a flashlight. Mermaids, however, can control the color of the filament's glow, and have learned to sync pulses of color, motion, music, and magic with a person's body rhythms to hypnotize even an enemy combatant. Merfolk live in bodies of water and will simply dodge encounters with humans of the same sex. High voluntary, low involuntary Persistence. In combat, Mermen fight with magic, while Mermaids get a second, standard-difficulty attempt at hypnosis instead of an attack; if that second attempt succeeds, the Mermaid still takes combat damage, but she "wins" the battle and gets to proceed however she likes.
---
When (and, let's be real here, if) I start making progress on making the game a reality, I'll modify this thread to share progress updates, post links, and the like.
I've been having fun in the past week by writing out detailed ideas for a game I'm feeling serious about trying to make. The basic concept is that you are in charge of an adventurer's guild that deals with small scale incursions by various, mostly humanoid, often horny monsters, choosing with each monster to either satisfy its goals so it leaves voluntarily, or to harm it in battle enough times to drive it away by force.
I thought some people here might enjoy reading a few excerpts from the design so far, particularly since my own hypnosis fetish shines through quite clearly.
---
First, here's a story event teaching the player about a previously hidden "hypnotic training" mechanic. I'm using "Raven" as a stand-in for the player's chosen character name. It is written assuming that a loss to a Lamia by a Warrior class adventurer named Erik triggered the event; some modifications will be needed in other cases.
The next day, Raven meets up with Erik on the street along the way to the guild house.
"What happened out there? I know you've kept yourself together when face to face with a Lamia before..."
"I'm not sure, either. In my other Lamia encounters, I've felt dizzy after a few minutes, as if her constant sways back and forth were making waves that pulled me along. I'd sometimes get caught up in the feeling, but I always shook it off after a second." Erik is clearly embarrassed, and rubs his bruises as he speaks.
"Never realized it had come that close. It always sounded like you were in control. What was different this time?"
"Everything, right from the start. As soon as she made her eyes glow, I was already drifting, and every time I thought I snapped out of it, her next move drew me right back in. It was as as if I was already hypnotized before she even started."
Suddenly, an unfamiliar voice chimes in. "That's exactly what happened, of course."
Both of them turn around to see a middle aged Witch in a dark green robe and a matching hat, accentuated by a long-chained ruby pendant resting on her chest, and red rimmed glasses. She continued, "You've trained yourself to go into trance when a Lamia fights you, so pulling out your sword and seeing her ready herself already did most of the work for her. At that point, her eyes were just the final trigger."
Erik is clearly offended, and resumes the last few steps toward the guild house before waiting for Raven, who stays a moment to defend his honor. "Erik is a Warrior, not a Pervert. He does not waste his training hours." [Note: 'Pervert' is an actual in-game class.]
The Witch smiles. "I didn't mean it like that." She follows Raven into the building, and faces Erik to explain. "Some monsters know how the human mind works better than most humans do. Just like how we train our weapon strikes so that we 'see' and 'feel' the follow-through even as we start our attack... HA!" She swings her staff in the air for emphasis before leaning it against the wall. "... so too will anticipating a hypnotic encounter make our minds 'see' those eyes we fell into so deeply, and 'feel' the deepest trance we fell into the last time."
She holds out her right hand. "I'm Nera, hypnologist." Erik shakes her hand, but she reaches slightly past his hand, and brushes the underside of his wrist with her fingernails. "I study why we fall so deep into the lull of a Lamia's soothing sway." Nera slowly gestures her left hand left and right while tilting her head for emphasis. She also trails her right hand's fingers across then off of his hand, leaving his arm hovering in the air as if stuck in place. Then she lowers both her voice and her glasses as she leans forward. "Why we look so deeply in her hypnotic eyes and fall into such a deep, soothing trance." She stares directly at Erik with her bright green eyes, and he stares back.
"Sleep." With a command and a snap of her fingers, Nera finishes Erik off. His eyes close, his head bobs forward, and his knees buckle. Nera swiftly catches his fall, ultimately cradling his head on her bosom in a practiced motion.
Silence follows. Raven is surprised by the spectacle, and expects Nera to continue in some way, but instead the 'hypnologist' simply looks over to Raven to study his reaction. Finally, Raven breaks the silence. "Are all people so easy to hypnotize?"
"It's all about the circumstances. Everyone has moments when they are easy to guide into a trance, and moments when they are not. For example, the way you looked at your friend's... comfy position here gave me some ideas on how I might bring you to enjoy a similar experience." Nera shoots Raven a smirk, then turns her attention to Erik. A few whispered words and a snap of her fingers later, he's awake, and soon afterward he hurriedly pulls himself upright.
Nera continues her lecture. "The main goal of a monster who is trying to hypnotize a human is setting the right mood. Normally, a Lamia forces a man to focus on the subtleties of a repetitive fight, until boredom, of all things, leads him to follow her lead automatically and let her visually stimulating eyes drown out his conscious thoughts. But that setup can - perhaps ironically - be skipped if the man's thoughts are already focused on trying to fight off another trance like the ones he is vividly remembering. Every encounter where you slip into a monster's hypnotic influence, even for just a moment, will in the future let that species easily trigger your mind to return itself to a near-trance state, at which point the memories enhance the sensations each time you start slipping the rest of the way down."
Raven ponders what this means for the future of his guild. "That sounds dreadful, but other guilds survive somehow. What can we do about this problem?"
"The usual strategy is to rotate your active adventurers. Don't send the same person to the same kind of hypnotic monster more than once or twice until the memory fades - this takes about 10 days, or longer if there was repeated exposure. Now that you know to look out for this, you can track it on each adventurer's information sheet."
Nera pulls out a business card and hands it to Raven. "Some specialists, such as myself, can help speed up the fading process. For a reasonable fee. My shop also offers training for a spirit-based technique to become more resistant to trances in general, and we even sell an amulet which can diffuse the magical component of most monsters' hypnotic powers."
Raven looks over to the regional map, deep in thought, rethinking his strategy for the week based on this new information. Her sales pitch done, Nera retrieves her staff and heads back to the door.
"Thanks for your help, Nera. I'll let you know if we require your services."
Nera conspicuously adjusts her pendant, and directs her attention to Raven. "Also feel free to tell me, Raven, if you desire them. Farewell."
---
Here's an introduction to the game. It's too lengthy at present to use as a game's front page description, though.
Welcome to Morav, a fantasy world with humans and many species of monsters. Humans are not always the top dogs here, and while cities defend their lands from large scale invasions with a government-run army, such an organization would be ill-equipped to handle the individual monsters that enter human territory all the time - many of whom are not even hostile!
A common and important reason for interaction between monsters and humans is the transfer of magical energy through sex; though intercourse between species is never fertile, the spiritual energy of humans and of monsters are very different, and exchanging the two can leave both participants more powerful than before. Besides this, some monsters are merchants, eager to trade components of power that are common in their native lands to obtain pieces of technology that humans consider mundane. Of course, monsters do cause damage: the sexual appetite of some could be described as "rapey," some others have no sense of scale with the "pranks" they play on humans, and a few are vigilantes unwilling to wait for others to join in their assault against the humans they hate.
Interacting with lone monsters is therefore a high risk, high reward activity with too much nuance to leave to a large organization. Thus, cities use regulated but privately owned Guilds, each organizing a small number of adventurers, to navigate these encounters carefully. You have recently formed your own guild.
To protect the adventurers, each guild is provided with 3 recall rings. Two of these are scouting rings which will immediately send the carrier home upon direct contact with any monster. The last is an advanced version which monitors the carrier as well, and in order to ensure the wearer has time to make whatever progress they can, will wait to retrieve the user until a short while after they have suffered significant injury or have completed the energy transfer associated with sex.
Your role in this game, then, is to manage your guild. You will select which adventurers to hire and retire and assign them equipment and training regimens as needed. Each game day, you will select up to two suspected monster locations to scout and one to directly confront, and decide which adventurers from the guild to use for each.
You should consider the physical and mental state of each of your adventurers as you do so. When a monster you encounter leaves the region, you receive a bounty based on the level of threat the monster had posed. Guilds that achieve great things will be rewarded, while failures will find themselves bankrupt. Good luck!
---
For some game mechanics, here are my notes on the character properties that only adventurers have (as opposed to things common to both adventurers and monsters.)
Offensive Skill - Overall effectiveness of using the "Offensive" strategy in approaching a monster. This strategy is, for better and for worse, unlikely to be converted into a friendly encounter. It is subject to Trap defenses, if the monster has them.
Defensive Skill - Overall effectiveness of using the "Cautious" strategy in approaching a monster. This strategy is the default case for Friendliness rolls. It is more vulnerable to Hypnotic effects than either of the other strategies, but less likely to suffer Wounds even if combat occurs and goes badly.
Diplomacy Skill - Overall effectiveness of using the "friendly" strategy. This approach makes the monster more likely to have a friendly encounter with the character, enabling trade, consensual sex, or progress toward satisfying the monster's condition to head home without doing more harm. However, this strategy leaves the character at a disadvantage if combat does happen.
Task Skill - How good the character is at nonsexual friendly encounters. Affects the likelihood of progressing the monster toward a voluntary departure.
Fetishes - Humans can "have a thing for" particular species of monster; they are more susceptible to attraction to or seduction by those monsters, and when an unsatisfied Libido leads a character to seek a monster, their decision is very strongly dictated by their fetishes. Fetishes can be debilitatingly severe, nonexistent, or everything in between. Negative Fetishes also exist.
Grudges - Humans can carry a lasting hatred for particular species of monster. This hatred can take various levels of severity, and it increases the likelihood that the character will choose unfriendly interactions with the monsters in question. Characters are unlikely to be seduced by someone they hate.
Hypnotic Training - This is a mechanic the game keeps secret until the first time it makes a significant difference when a monster uses its Hypnotic Powers. Each time a monster entrances an adventurer to any degree, it trains the adventurer's mental associations to make subsequent inductions more effective, with repeated trances adding more Training stacks.
---
And finally (for now), here are a couple of monster designs.
Centaur
Nearly human from waist up but horse-like below that. Physical incompatibility with humans requires their sexual activity to be oral, which halves the usual Spirit gains for both sides. All Centaurs have a high Seductiveness, but males in particular have a reputation for getting women to drop their weapons mid-battle. In normal combat, Centaurs have above average defenses and high physical attack.
Merman/Mermaid
These fish people have slightly iridescent scaly skin, a single finned tail in place of legs, large eyes, coral and pearl bead based clothing, and a soothing voice. They also have a flexible, controllable tendril sprouting from the upper forehead which naturally rests a little above eye level but can be lowered as far as the mouth. The end of the tendril is bioluminescent, and both genders use it as a flashlight. Mermaids, however, can control the color of the filament's glow, and have learned to sync pulses of color, motion, music, and magic with a person's body rhythms to hypnotize even an enemy combatant. Merfolk live in bodies of water and will simply dodge encounters with humans of the same sex. High voluntary, low involuntary Persistence. In combat, Mermen fight with magic, while Mermaids get a second, standard-difficulty attempt at hypnosis instead of an attack; if that second attempt succeeds, the Mermaid still takes combat damage, but she "wins" the battle and gets to proceed however she likes.
---
When (and, let's be real here, if) I start making progress on making the game a reality, I'll modify this thread to share progress updates, post links, and the like.