by Labyrinth » Sun Mar 18, 2012 9:03 pm
Thank you. That I can work with. The opening scene (which would be skippable if the player wants) would determine your character's stats. After answering a few questions about preferences, your stats would be determined. Each question would have four options, one that raises diplomacy/intelligence, one that raises strength, hitpoints and endurance, and one that raises sex stats, and one raises your ability to find money. If the person chooses to skip this scene, his or her stats are randomized.
The character starts in the home of her former master, and has to get back her lamp (or something like that). The lamp has been stollen by someone who wanted to enslave her. She has to get the lamp back before the does something stupid like enslave himself. As she chases the thief, she encounters bandits, wild animals, problem solving scenes (e.g. bridge is out, do you a)hijack a boat, (fight) b)hire a boat (buy) c) talk the ferryman into taking you across (success or not determined by your diplomacy stat) or d) offer a sexual favor to get across (success determined by which stat the boatman wants and how high that stat is). Any time she encounters a NPC, she can work on whichever sexual stat that NPC raises, but I'm thinking unless you want to make a sandbox mode, have a limit of 5x per NPC. Each NPC will also have another purpose. The ferryman, for example, might raise the oral stat, but also takes you across the river and gives you advice and points you toward the next town. Each time you defeat a monster (by which ever method you choose), you get money, experience that fits whichever method you used to defeat it, and maybe an object or two. Every town that you reach has a brothel which doubles as a hotel, a legit hotel (for those with a lot of money who want a more upscale experience) with better amenities, a store in which you can buy clothing or armor, (the more revealing the better the sexual stats, but the worse the defense stats, and the less revealing the better the fighting stats) a weapons store (sells both sex toys and weaponry), a general store (so you can sell all the extraneous stuff you got from seducing-- I mean fighting bandits. Some of the towns will also have an apothecary, in which you can buy health potions and aphrodisiacs. Each town will also have quests scattered throughout the town: things that she must retrieve, people she must save, gopher stuff, and sexual favors. I'm willing to work with someone on developing those further. Towns that the thief has passed through will have at least one but at most 3 random NPC characters who know where your thief went, but beware: if you go to the wrong town, no one will know what you mean, and you'll have to retrace your steps until you find someone who does. The first town is a given that someone will help you, but at the other towns, you may have to persuade the people to tell you what you want to know. You'll have three choices in that case: a) intimidate (str) b) persuade (diplomacy) c) sex.
Any time you fail to seduce, you lose sexual stats, money, and a day, so don't go losing on purpose.
When you finally find the thief, if the trip has taken you more a certain amount of time (I'll leave that up to someone with a better sense of how long a journey through four or five (if you never mess up) towns would take ), you will arrive to find that the thief has enslaved you again, and you are now his sex slave/djinn. If you get there in time, you can enslave him or her (you choose at the beginning, or it is randomized with your stats if you skip that scene), or kill him or her.