Dark Conception (Monster game)

This is the place to post your own creative works for other to play or give feedback on!
Forum rules
This forum is for posting and collaborating upon third party work. Please do not post request-threads, and avoid posting artwork that is not your own unless it is being used as a reference.

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Sat Jan 08, 2011 9:25 pm

Heh... just addressed that in my last post... shoulda been a LITTLE clearer... yes HUGE immature monsters are bigger than others, but... they have a maturation time too.

(But I LIKE your "Nursery/growth chamber" idea... [scribbles]
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby Heatblast69 » Sun Jan 09, 2011 4:50 pm

I kind of have a question, are these pen and paper mechanics like the ones in games like dungeon and dragons? it's just that in my country that kind of game isn't very popular, but i love that kind of game and if this is one of those games i smell EPIC WIN!!! coming from it. Also will have like a storyline to follow or is it just a kind of choose a scenario and win kind of game? (sorry for my crappy english)
Heatblast69
Newly Registered
 
Joined: Fri Dec 31, 2010 4:27 am

Re: Dark Conception (Pen and Paper Game)

Postby dancecat » Mon Jan 10, 2011 12:05 am

But I LIKE your "Nursery/growth chamber" idea... [scribbles]


Sounds like a Terran Survivors vs Zerg campaign coming on. :twisted:
dancecat
 
Joined: Sun Jan 09, 2011 11:56 pm

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Mon Jan 10, 2011 4:36 am

@heatblast: YEah, the idea is pretty much a Porno D&D game... I think it would be cool to have a storyline, but there are SOOO many potential storylines that I can see doing it as one of two. Either a "bizarre world" where monsters have run amok and the various scenarios represent various outbreaks, OR a complete campaign where the monsters keep getting better from scenario to scenario while the humans try desperately to stop them. And don't worry about crappy english. I'm certain my (Whatever your language is) is much worse.

I will share ONE idea I had, and maybe this one will work. Had an idea about the title/scenario select screen being a old, nearly broken tv late at night, with various monster movies that pop up as the player "Flips channels".

@dancecat: Well, yeah, but it's not ALL bugs... :) and they don't kill you ... it's MUCH much worse... for the gals that is... :twisted:
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Mon Jan 10, 2011 4:53 am

Okay... now it's time for me to type of the FULL Mutation/Mods List. This includes all of the Suggested ones I could remember, so If I forgot yours... sorry.

First off, for quick reference, I'm going to list the "Slots" for each of the available frames.

Amorphous (Amorphous cannot mount armor of any kind, and have less TOTAL slots than any other frame... Slots also count as any required location.)
Small: 14 Medium: 14 Large: 26 Huge: 40

Worm (Worms have only 2 slots. Head and Torso. For leg and arm Mutations they must first purchase one of the limbs) Listed as: Head/Torso
Small: 3/6 Medium: 4/12 Large: 8/22 Huge: 18/32

Four Legged: Four legged frames are listed as Head/Torso/Legs (Each). (In other words, each limb has the listed slots.)
Small: 2/3/1 Medium: 3/5/2 Large: 5/9/4 Huge: 8/16/6

Humanoid: Humanoids are listed as Head/Torso/Legs(each)/Arms(each)
Small:1/2/1/2 Medium: 2/3/2/3 Large: 4/8/4/5 Huge: 8/14/6/8

This does mean that certain mutations are more expensive in TOTAL slots for Four legged and Humanoid monsters. This is deliberate, since they are inherently more flexible and have a greater range of mutations.

And now what you've all been waiting for:

THe Mutations List.

There's no OVERALL categories, although they could probably be diveded up into them. I just wanted to get them all down with my first thoughts for slot costs, etc. Hope these all make sense, but if you need clarification I'll be happy to provide it.
Mutations are listed as Small/Medium/Large/Huge, where the costs for slots are concerned

Oh, and one more thing. Mutations can only be installed ONCE on every creature, UNLESS the "Tag" to create said mutation has been collected multiple times. (In other words, unless you've raped 10 gals with the tag that allows a mutation, you can't install it 10 times)

Electrical Sense: 1/1/1/1 Can be placed anywhere. Allows detection of electrical equipment without needing Line of site. Range is 10 hexes. Can be installed multiple times to increase range by 10 per slot.

Jumping Legs: (Legs ONLY) 1/2/3/4 Allows jumps of strength/5 hexes. Vertical jumps of strength/20 as well. Also allows a +15 to Agility to melee attacks on any attacks made after a jump ends in "victims' he.

Teeth/Fangs: (Head Only) 1 slot. Allows lethal melee attacks. Also adds +5 to all stripping checks.

Light Armor: 1/2/3/4 (slot cost must be paid for ALL locations) Adds an armor value of 20 to all locations, allowing the monster to shrug off light attacks. (Note, most small and medium frames can ONLY mount thislevel of armor.)

Heavy Armor: 2/3/4/5 (Slot cost must be paid for all locations) Adds an armor value of 50 to all locations, allowing the monster to ignore most attacks. VERY expensive as far as slots go, and severly limits the flexibility of most monsters.)

Glide Flight: 1/2/3/5 Allows a monster to glide from one point to another. Allows monster to fly, but it must move, and must lose elevations of vertical for all movement.

True Flight:1/2/4/6 Allows full vertical movement.

Tentacles: 1 slot. A basic tentacle that can be used for a variety of purposes. +5 to stripping, +5 to subdual.
(NUMEROUS modifications available)
-1 slot. Stimulator tentacles. Adds +15 to all sex checks
-2 slots. Impregnator tentacles. Allows a victim to be impregnated via tentacle.
-1 Slot. LONG tentacles. For each slot allocated, range of the tentacle is extended by 2 hexes. Tentacles attacking at range can be targeted individually but any attacks involving ranged weapons take a negative -25 penalty. If a tentacle is hit, it has Monster's Life/3 in life points. If destroyed regrows over the course of one day.
-1 slot. Regenerating tentacles. Tentacles regen within 10 rounds if destroyed. An additional slot reduces this to 2 rounds.

Partial Hand- 1 slot. ARM only. +10 to stripping checks, and allows weapons to be used but at a -50 Marksmanship

Full Hand- 2 slots. Arm Only. +20 to stripping checks, and allows weapons to be used with no penalties.

Cock Knot- 1 slot, must be attached to a reproductive organ. Once a rape has begun, only death of the monster will prevent the rape from being completed.

Slime Gland: 2 Slots. Torso Only. This gland produces a slime which lubricates and adds +5 to all stimulation checks. Can also be modified with poisons.

Spines: 1 slot. A raised spine that can be used as a weapon and will inflict 5 damage.
-1 slot, can be Fired at range. Short range is up to five hexes, medium is 10, long is 15

Hump: 4 slots. A regenerating object that allows the monster to recover with 75% health when reduced to zero life. Only works once, and then must be "recharged" via rest.

Horns- 1 slot per. Melee weapon that can inflict Strength +10 damage

Improved smell. 1 slot. Can track by smell and determine basic stats about enemy. range is 5 hexes.
-Each additional slot dedicated to this increases range by 5 hexes.

Climbing Claws. 1 Slot (On EACH limb... Worms/amorphous cost is 4 spread however the designer wishes) Allows the monster to climb up or down vertically, 3 AP per vertical level. (Advantage over flight is the flat cost)

Burrowing- 1/2/3/4 slots (On each limb, cost for worms/amorphous is 4/8/12/16 spread across the body) Allows the monsters to create lairs in any location, rather than using existing structures.
-3 slots. Graboid tentacle. Tentacle can extend through the ground to attack creatures above it. Can be modified as a tentacle.

Hooves- 1/2/3/4- Must be applied to all legs for benefit. Doubles speed to 2 hexes per AP spent

Large Cock- 1 slot- adds +10 to stimulation. If a second cock is installed, monster can rape a second victim if victim is properly subdued...

HUGE cock- 2 slots- Adds +10 to stimulation and increases impregnation base chance by 10%

Cock Cannon- 4 slots. A giant underslung dick that can not only rape, gaining all benefits for a huge cock, but can fire semen at range. Range is 5/10/20 hexes. Any hits from this do not do damage, but the victim must make an impregnation check equal to the monster's base impregnation chance - any Obscuring Clothing.

Bone Spear- 4 slots. The best ranged weapon that the monsters can grow. Has limited ammo (10) but damage is very good for a monster ranged attack. Damage of 15. Can be poisoned as well. 10/20/30 hex range

Poison spit/squirt: 2 slots Able to project any of the monster poisons at range. 3/6/12 hex range. Does no damage, just applies the poison. (Obscuring Clothing reduces effectiveness.)

Stinger- 1 slot. Poison injection system. Does 2 damage in melee, but directly injects poison.

Extra Arms- (Torso Only and bought in pairs. NO Amorphous) 2/3/4/8 Each installation adds two arms with half slots (Rounded Down) for the frame. As a result also increases the number of subdual attempts the monster can make. Also allows 4-legged and Worms to use Hand mutations.

Oviposter- 3 slots. A very dangerous mutation for humans. Any impregnation attempts made by this monster are INSTANTLY successful. However, monsters spawned via eggs do not generate any breeding value.

Seed Flood- 2 slots, torso only. Increases monsters cum output to the point where any time it attempts to impregnate a woman, even if she is NOT impregnated successfully, she suffers the effects of a second Trimester Pregnancy. also increases the impregnation chance by X2

Poisons-All poisons are one slot and can be attached to almost all attacks. Effect differs based on poison installed.
-Poison Concentration- 1 slot. Increases effectiveness of a poison by X2.

Damage Poison- Does 5 damage instantly on any hits. Cannot be resisted.
Ovulation Inducer- Increases a woman's chance of impregnation by 25% for the duration of the poison. (10 rounds)
Aphrodesiac- Doubles all stimulation taken by a woman for the duration of the poison. (10 rounds)
Non-Organic Acid- Any attack hit with this causes an instant agility 20 stripping check.
Stun Poison- Does 10 fatigue damage instantly. If fatigue is reduced to zero, target becomes knocked out for 10 rounds per fatigue under zero.
Metamorphosis Poison- The ultimate nightmare of enemy males. Any male hit with this poison has a 25% chance of becoming a female in five rounds. Additional hits are additive until the poison wears off. (10 round duration) If transformed into a female, male character becomes eligible for rape and impregnation...

Stealth- (Across ALL locations.) 1/2/3/4 Creature becomes hard to see and nearly silent. Amorphous cannot take this mutation, while worms pay a flat cost of 6/8/12/16 for it. All ranged attacks suffer a negative 25% to hit.

Monster mines- 3 slots. Each can lay up to five mines per installation. Basic mine simply does 5 damage, but can be modified with any poisons.

Creature Launcher- 2 sizes.
Small Launcher takes up 8 slots and costs one fatigue to fire. Can fire a smaller creature up to 30 hexes away. if targeting a hex with an enemy, launched creature may make an immediate melee/subdual attack against enemy creature with a +15 bonus.

Medium Launcher- 16 Slots. Can fire a Medium Creature up to 20 Hexes. 2 fatigue cost to fire. Same melee effects as a small launcher.

Disguise: Can only fit on frames that can concievably mimic an earth creature. Cost is 6/10/16/24 spread across the frame however the designer wishes. Nearly indistinguishable from an earth creature at any range over 2 hexes. Will NOT register as a threat until that range, and as a result the enemy can only react at extremely short range, or after an attack. (Although any human who doesn't react with some curiosity to an elephant walking down main street is a fucking idiot)

Shroud: 1 slot. This is a fairly cheap mutation, but useful. Allows the monster to raise fur or pouches to increase its APPARENT size. As a result, bullets will not be as effective. Reduces critical by 1 step per installation. If reduced below a basic hit, attack does NO damage.

Separated Parts: Several sizes. Separated pieces can move on its own and attack with any installed weapons. (Up to one slot.) May also rape if
a reproductive organ is installed. Life is equal to base monster/4, and it loses 1 life per round. These regrow at the rate of 1 per installation per half day turn.

Size TINY separated pieces may instead be installed as "Rape" monsters In this case, the monster can literally crawl into a woman and make rape attacks internally. (Limited by Obscuring Clothing and the woman's defense) Base Chance is equal to the "spawning" monster, but no defense can be made against this. (Woman's only hope is that the monster runs out of life before it impregnates her, or she gets to a hospital/medic)

Separated part Size and costs-
Tiny- 1 slot available if not a Rape monster, costs 3 slots on spawning monster. Spawing monster can spawn up to 2 per installation.
Small- 3 slots available. Costs 5 slots. Spawning monster can spawn only 1 per installation.
Large- 7 Slots available. Costs 10 slots. Spawning monster can spawn only 1 per installation.

ANY questions, feel free to ask, and I'll clarify. I still need to do the human base armors but I hope this gives people enough to start designing their monsters!
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby pornomancer » Mon Jan 10, 2011 6:07 pm

Ok, I've been lurking here for a bit, but I feel that this project has struck too close to my heart (or rather, somewhere else...) and I burn with the desire to make this work or be better. Pregnancy, monsters, partially clothed women, RoR mechanics, combat... good lord, its got everything I fucking want in a porn game, and I want this to work.
Having said that, while having a whole million rules and ideas is great, I feel that it makes implementing it very difficult, especially since there is no real idea on what sort of engine or implementation its going to be. Proprietary engine? 3d? 2d? Flash? Open source graphics engines? If so, what sort? What can work with this model? While I am all in favor of what is essentially x-com with rape and impregnation (chrysalids on the loose!), I think that modelling and creating each individual mutation and monster component will just be fucking insane, and its going to be a fucking bitch to input that into a graphics engine, especially one that is meant to be powerful enough to render sex scenes well (sprite-fucking does not quite have the impact)

Thus, I propose an alternative solution to this dilemma: python procedural generation and text-based combat descriptions combined with turtle graphics for combat mechanics, and text-based action reports and base management (we have captured 2 monsters! Let us make them fuck the new recruits for... whatever purpose. Maybe human-type experience from failed impregnations can impart minor mutations, instead of impregnations itself causing mutations. Just an idea).

Anyways, back to the point, procedural generation by a text-based engine can allow all the various monster types to be easily generated and created with a huge variety in the minor mutations. Equally, a variety of different females and traits can be also generated. Sex scenes can be generated after each combat engagement, with possibilities for user modification of preferences. More importantly, this simplifies the CAM paradigm significantly. since the procedural generation just relies on the existing data sets inside.

Obviously, programming this and writing out the lines of code and description would not be easy, but it would be easier than trying to code a game engine, plus I don't know about you guys, but a 3d rape game where I'm trying to get my soldiers raped or rape soldiers would distract me from the larger objective of trying to win each battle, meaning that battles either degenerate into pure rapefests or combat engagements - I think this method synthesizes both well, since you can fight and engage, and then after that fap off to your hearts content to the rape engagement - with each engagement different, depending on the monsters and the women and the different descriptions we put into the text.

And by we, I mean we. I'm thinking that anyone with python experience can simply create a library or dictionary of different descriptions, positions, yada yada yada to allow the program to generate each encounter differently.

And what I meant by the need for python graphics as a component is not for getting off - thats kind of difficult unless stick figure porn is your cup of tea. Its more so that a user can have a visual reference for where enemies are relative to players and the environment.

How about it guys? Dryingpole, I'd especially like to hear your input on this idea, since its a bit of a radical departure from the current setup. I just think that your ambition is so great right now that it overshadows any possible means of getting it out at all in any way or form, since more and more ideas are being thrown up without any progress on the deliverables - we see whats happening with all the other projects to know how this turns out.

I'm willing to start coding a bit of the basic python crap, but I'm busy with this fucking thing called work, so I'm going to return to lurk mode for the most part.

Btw DP: I think that the idea of using guns and all is nowhere near as sexy or plausible as a fantasy scenario. Girls in flak jackets and camo vests vs some chick like a bikini warrior from warcraft or something getting her brains plowed out? Just saying.

Still, kudos to the idea man, its awesomeness distilled in a rapey form.


Oh, and I found this thread on another board I was lurking on... is it the same as what was made earlier?

http://www.ulmf.org/bbs/archive/index.php?t-385.html
pornomancer
 
Joined: Mon Jan 10, 2011 5:20 pm

Re: Dark Conception (Pen and Paper Game)

Postby FuzzFace » Mon Jan 10, 2011 8:09 pm

Mutation Idea: neural synapses node; this effects brain functions. First level gives a slight bonus to discipline. Second level gives a bonus to intellect. And the third bonus, and the reason why a monster wants this mutation, is the ability to mind fuck the opponents. When raping, the monster can cause the victim more orgasms by mentally subduing their conscious. There are physical orgasms, and then there are mental orgasms. A monster who has this mutation can also assist another raping monster by mind raping the victim as well. Like a normal physical rape, only one mental rape can happen on an individual.

I think you might have misunderstood the concept on tags.

Ah, I was just giving an example. I know tags belong to humans, mutations belong to monsters. I just think I’d be nice to have it set up so things would be organized.

About how mutations come from tags…just what kind of tag would need to be acquired from a victim to get most of these? I have no idea on how the knot mutation would be gathered, since well…what kind of tag would be related to it? I think it would be hard to try to think of a tag that the Knot mutation could come from. The idea is a good one, but It feels like that some tags just might be forced into the game. Which, brings me another idea. How about you have tags for the humans that do absolutely nothing? These tags are just there to give mutations, and nothing else.

Can humans get drunk? If so, I have a good idea for a tag: Drunk. This chick has seen her friends get raped, and so she copes with it by getting drunk. On the occasion, she will randomly find liquor in random places, drinking it promptly. Even when scavenging.

Some side effect of being drunk can include being less resistant to being raped, since she “won’t really care.” But, there can be a few ups to being drunk, like better endurance, feeling less pain, and a little more strength.

Just for the heck of it, would it be possible for two human chicks to use toys on each other? That way they can *cough* train themselves to be better at resisting orgasms?
User avatar
FuzzFace
 
Joined: Sat Sep 04, 2010 1:20 am

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Mon Jan 10, 2011 9:47 pm

@Fuzzface: Useless tags? That's actually a really good idea. That way the tag has no value for humans, it's just there. (Although I think humans should be able to SEE what tags they have... that way they know WHY the monsters are trying to rape ONE particular woman...) That way some tags have value, others just exist to give the monsters targets...

Mutation Write up: ( changed it a little, since Discipline and Intellect modifications should have their own 1 for 1 increase Mods... sorry, forgot to write those up)
Psychic Rape: A mutation which can only be installed on the head. 2 slots. While raping a victim, this mutation effectively halves a victim's discipline for resisting orgasm. Can also be used on a victim being raped by another monster.
(I like the idea, just don't want to add TOO much complexity. Doing it this way still keeps the flavor and reduces the mechanics... Besides, since orgasms are for raising impregnation chances, I don't see how adding another type of orgasm would benefit gameplay. If YOU have an idea on that front, mind elaborating?)

I like the Drunk tag... Think it can be worked in pretty much as is. (Thinking maybe a poison might be gained by raping a gal with the tag...)

Hmmm... discipline training via lesbian toy action... That's just made of so much win that it has to be in there somewhere... Hmmm Maybe I could stick in a "training" mechanic where high level humans could dedicate their time to training lower level ones... and the way that discipline gets raised if it's a woman training a woman... Oh god, that's both wrong and awesome at the same time...
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Mon Jan 10, 2011 10:12 pm

The mutations I forgot!

Stat Increases:

These come in all stats, including all derived stats (Except impregnations per day).

It's a 1 slot mutation which can be installed pretty much anywhere. Comes in three flavors.
Basic: Increases the stat by 5 points.
Advanced: Increases the stat by 10 points
Strong: Multiplies the stat by X2

As you can guess, the more powerful ones require more rapes to unlock...

Increase Impregnations Per Day: This one ONLY comes in multipliers.
Expanded balls: 1 slot- X2 impregnations per day
Large balls: 2-slots X3 impregations per day
(CUE AC/DC) BIG BALLS: 3 slots, X5 impregnations per day.

Sorry I forgot about these...
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby Zeus Kabob » Tue Jan 11, 2011 7:11 am

dancecat Wrote:
But I LIKE your "Nursery/growth chamber" idea... [scribbles]


Sounds like a Terran Survivors vs Zerg campaign coming on. :twisted:


But with rape. :elated:
User avatar
Zeus Kabob
Moderator
 
Joined: Tue Nov 16, 2010 2:16 am
Location: Between some awesome thunderheads

Re: Dark Conception (Pen and Paper Game)

Postby Zeus Kabob » Tue Jan 11, 2011 7:15 am

Amorphous (Amorphous cannot mount armor of any kind, and have less TOTAL slots than any other frame... Slots also count as any required location.)
[[[[[[Small: 14 ]]]]]]]Medium: 14 Large: 26 Huge: 40

Worm (Worms have only 2 slots. Head and Torso. For leg and arm Mutations they must first purchase one of the limbs) Listed as: Head/Torso
Small: 3/6 Medium: 4/12 Large: 8/22 Huge: 18/32

Four Legged: Four legged frames are listed as Head/Torso/Legs (Each). (In other words, each limb has the listed slots.)
Small: 2/3/1 Medium: 3/5/2 Large: 5/9/4 Huge: 8/16/6

Humanoid: Humanoids are listed as Head/Torso/Legs(each)/Arms(each)
Small:1/2/1/2 Medium: 2/3/2/3 Large: 4/8/4/5 Huge: 8/14/6/8
(Quote, too lazy to quote and delete)
Woah, the amorphous small mut slots should be 4-8 (did you write 4) not 14, 14 is horrendous!
User avatar
Zeus Kabob
Moderator
 
Joined: Tue Nov 16, 2010 2:16 am
Location: Between some awesome thunderheads

Re: Dark Conception (Pen and Paper Game)

Postby Zeus Kabob » Tue Jan 11, 2011 7:30 am

Man, I was catching up. Just read the mutation page, and thought that weight should affect movement cost. Mutation cost and weight cost should be considered apart from each other, and maybe weight could only affect fatigue, instead of being a rounded hex move value. Also, your 5+5 hex stuff (ie electric sense) should not increase linearly, because a linear increase in hex range radius becomes a 6X increase in squares (I think). Either the cost or the increase in squares should change to account for area searched.
User avatar
Zeus Kabob
Moderator
 
Joined: Tue Nov 16, 2010 2:16 am
Location: Between some awesome thunderheads

Re: Dark Conception (Pen and Paper Game)

Postby Thaedael » Tue Jan 11, 2011 10:30 am

[Warning: Long post ahead]
1: Introduction:
Essentially just spent the greater part of two or three hours reading the whole thread, transcribing most of it to a document so I could actually bold/italicize, organize, and understand this game better. I want to also state that I do have understandings of how pen and paper games play, having played dark heresy, dungeon and dragons, mechwarrior, deathwatch, and many more. However the title of the thread is a little mis-leading to say the most.
Long story short, any game that essentially has a leveling system, uses skills, and has combat is a pen and paper game. Diablo, which has been super popular over the years, is essentially a pen and paper game. Granted it doesn't feel like one because you aren't doing the gm'ing, or reactive, but it is more or less an automated pen and paper game.
What you have described on the other hand, is more of a hybrid between rpg elements meeting with a tactics game on a 3d hexgrid.

2: Initial Thoughts:
The most important thing with any game of this genre, or any game design document is clarity. I don't want to come across as an ass but it is hard to understand all the information if it is presented in walls of text, spread out over many posts. I would suggest either recomposing the information in a document that you keep updated linked in the first post, or have a initial skeleton of the game in the first post, with links to the different segments of the game so it is easier to have the information at hand. Indenting, or numbering, or some other form of quick recognition of selected topics would be very helpful too.
The next thing that comes to mind is the sheer complexity of the idea you have proposed, and all the nuances included there-in for the game. I agree, get a full skeleton of everything you would ever want written down, but for the time being make the game as simplistic as possible.

That being said here are my critiques:
3.1A: Objectives:
So if I understand correctly, there is a city with a fixed population (since fluctuating would be more interesting but would add way too much complexity), with a monster den/spawning pool within a stone throw away. The goal of the game is that you are randomly assigned one "frame" of which to add different "nodes" to the "slots" on the frame, and through this "model: monster" you want to breed with women. The different nodes have different effects, however no matter what happens all your given stats must be lower than the women's collective stats so that you can gain their "attributes/specialities/etc." otherwise they are just used as a breeding container for your already existing monster.
So the game is an open ended sandbox? Or is there say, a queen at the top of the food chain that once you get her you win the game, and as such your every movement is towards that end.

What is the ultimate objective: what wins you the game or is it an eternal sandbox?

4.1A: Frames: Monsters:
You have the 4 "frames": small, medium, large, huge. Each frame is dependent on "type", and can have things added to the frame depending on "slots". Each "Frame" essentially has its own stats/attributes which are further augmented/changed through the additional "nodes". That being said would you have it so that you can say... add a small fame to a medium frame to make a large frame, and to make a medium frame and a large frame add together to make a huge node? If so this could lead to even more configurations, but would need to have a draw back. However this would allow hybrids of say, insect/"x".
The problem comes in with the breeding, assuming I understand it correctly. To get certain advancements you have to be below the stats of a female. That being said certain "frames" have fixed stats, and the different nodes add the different variables. If the variety is not there that means you will have to sometimes downgrade your monster to fight different people, and that the available "nodes" will have to be chosen according to this. This in itself isn't a problem. HOWEVER when you are shoehorned into making a VERY specific type of monster you lose customization, and to counter this you would need multiple parts, but if you make multiple parts you might have redundancy or an overly complex system. Just something to think about.

4.1B:Frames:Humans:
There is only one, and the frame remains constant. The importance is the armor, clothing and weapons, as you dictated. Pretty straight forward.
Maybe include a pregnant node to show if she is pregnant and what with. This would help keep track as you change monsters etc. Also maybe hybrid nodes that activate when she takes on characteristics of the monster type raping her.
4.1C: Frames:Human/Monster Hybrid:
If you rape a woman, she takes on characteristics but isn't under your control, and as such a frame might be needed for this.

5.1: M.T.O. : Monster Theatre of Operations:
Using x-com as a base has an added side bonus, I actually played the game so understand what you want. Essentially you have a fixed map based of the scenario at hand. Instead of having the whole world why not have a city that is subdivided by district (if it is medieval it doesn't even have to be that big, so you kill two birds with one stone), the districts being the scenario being played. That way you can have maps of the general areas for the conflicts by block, and since they would only be small blocks you wouldn't have to do as much work.
As you control the different blocks/districts, it would have effects on others, such as increased military presence, or rich people pulling back to the safer sides forcing the beggars and poor people to the extremes (which places an importance on whether to breed them with the poor people thus having numbers but at the cost of time and changing environment, or whether to attempt to get higher quality monsters through moving into the city.)
Each district would have set scenarios, so if it was say a 5x5 block district, you could have 2 fixed obejectives, one being a flavor thing (like rape as many women as you can in the possible time frame), and the other being the final objective to advance to another area that is adjoining of your choice. The fixed objectives could then become strong points for both humans and monsters, humans while they remain in human hands, monster lairs/breeding centers/etc. while you control them. The rest of the areas can have randomly generated battle with randomly generated women who have randomly generated traits etc.

6.1: Battle fields:
Hex won't work any where near as well imo. The problem is that hex allows for more directional movement, more flanking etc, but at the cost of more complexity. There is also terrain, how does that play in. Will it be more like advance wars where being on different type of terrains affects stats, or will it be more simple like where you can and can't walk. If it is the latter of the two then you have more trouble as you begin to impliment large footprint units like the proposed huge monster you dictated as taking up 7 squares.
As far as I am concerned, the battle field should be simple. From a graphical point of view it can be as complicated as you want, I think a block approach would be the most simple so that you can guarantee there will always be a wide road, which would allow for the huge monsters to walk along the edges. The buildings would be randomly designed to fit in the square (each district having a select few to fight through) but would be a shell. Of course you can make exception for the scenario fixed ones that I talked about previously.
Also, the graphics should be simple imo. If you don't go with isometric sprites, you can have face or symbols representing the people by type or armament etc. However you can do it like other games such as fire emblem where the over-world sprites are different from battle sprites.

6.2:Battles
I think that medieval would work best for this style of game, since most weapons have huge ranges and as such the scale will either be ridiculously huge (which is unweidly and goes against the block approach I outlaid) or disproportionate.
Everything you said more or less is clear, however I think I missed/didn't see the armor part properly. You need to tear off the armor and clothes, but how does this compare with the stats of the monsters. If you need strong monster to tear off armor, but weak monster to breed this could lead to an interesting mixed armed approach I guess.
If you go with battle animations the world can be simple but the animations can be overlaid using LOK style graphics. Do something along the lines of corta with one standardized girl base with multiple variations, however the monsters would have to be compromised as 1 or 2 models per type to be viable as a game, otherwise its an art and programming fiasco.

7.0: other:
I pretty much only covered your ideas, because a lot of the other stuff people said didn't appeal to me. Here is my take on a few things I would add. When you play as the humans, the ability to switch weapons with the person next to you should be allowed, combined taking the weapons from comrades, perhaps an ap per point of damage or armor (a sword of 5 attack would need five ap to take) that way you have incentive to keep people alive and using the equipment, but if something happens unexpectedly you can react.
The rolls should be pretty simple, go with dark heresy style 1 die representing the "Tens" digit, the other the "ones" digit. Number generating programs are easy, and thus the battle calculations etc can be easy. If everything is adapted to this scale then it would be fast.
eg: a woman punches a monster. The monster's toughness is 60, her strength is 15. She rolls 1 d10, resulting in a 4, and a second d10 resulting in a 5. Therefore her result is 45. Add her 15 strength and it equals 60 equaling the monster toughness.

As for teching. This is my personal take. If you have it as a medieval port town, you can have the port bringing in weapons. As "x" many days go buy they get new wepons, each day/night cycle (12 hours) results in the weapons moving one district. So a normal sword takes 5 days to appear, so 5 days they appear in port. It then takes 1 day for the swords to arrive two districts away from the ports.

That is all I have for now, I still need to finish reading and formulating an opinion on this whole concept.
Thaedael
 

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Tue Jan 11, 2011 5:02 pm

Okay first off... You are absolutely correct in that the title is slightly misleading. I apologize for that. I was trying to suggest that this only existed in paper and pencil form.

Second, I appreciate constructive criticism, which you have offered... An honest critic, who is attempting to build up rather than tear down, is a rare and valuable thing, so thank you. Once again, you are absolutely correct that this needs more organization. As I stated earlier, I'm trying to recreate an Idea I had five years ago, and the old memory bank is a bit fuzzy on the details and organization. I fully intend to reorganize, and your comment made me realize I need to do it sooner rather than later.

Objectives: I initially envisioned numerous possible scenarios. I do admit that's a bit more complex, but in keeping with the traditions of "war games" which this is in a sense, objectives that vary by scenario seemed appropriate...

Frame: I do like your idea of adding monsters together, but as you said, we do need to keep this fairly simple. The idea was that monsters would be fixed in stats at birth as a contrast to humans who could gain skills. It was a game balance idea, and I'm not certain how to swap that... (In addition the combinations would add potentially 4X 10 factorial combinations of graphics, and without a dedicated team...)

Shoulda been clearer on the "nodes" as you call them. Essentially to gain BASIC stat pool (which can be used for any of the six) your monter's stat must be below the humans. To gain the various mutations, you must "Collect" a "tag" via breeding with a human with the tag. This is what adds a little complexity, I admit it. You are right about being shoehorned into making less effective monsters to make better monsters... I can see two ways to solve this. One is to add a flat rate of ONE point to the stat pool whenever you get an inferior woman. This reduces the benefit, but still allows you to make the best monsters possible. The other way is to add a part that gains points no matter who is bred with "A Breeder" mutation. That adds a slightly higher level of tactical complexity to the later stages of the game where you have speciic monsters that need to do the breeding since they are the only ones that lead to an overall benefit.

Humans: Was actually thinking of 3 potential mods to the human node based off what "Trimester" the woman was in. (Not nine months, just first "third" of a monster pregnancy, second "third" etc...)
And yes that was the idea on women gettin corrupted. They change a total of 3 times based off the level of breeding they've sustained... The THIRD time she becomes under the control of the monsters, which to me doesn't require another change, since she already looks pretty monstrous after level two. (Still don't know about adding the FUTA mod at that point, since I've gotten no feedback on that, but further breeding should be GONE for balance.)

MTO: EXCELLENT idea on the world map, which has been an admitted sideline to me. I would suggest just a little larger field of operations, making it a city and the surrounding environs. That way you can still have some great wilderness battles etc. If you don't mind, I'd love to work with you some more on this, but this is just my initial impression.

Battle Fields: I DO see your point about hexes being complex, but on this one I'm gonna have to disagree. Here's my reasoning. Although you're right on huge monsters potentially being a problem, I don't envision them being too much of a problem, especially if you allow for environmental destruction. (Just my thought) If you've ever played Battletech or Missionforce:Cyberstorm, the freedom of movement allowed by hexes really makes up for the complexity, as long as you have fairly good level design. Only way I can see this being a problem is if you're married to the "Square Block" environment. I would argue that you could make a "Hex Block" for random generation, which does add a small level of complexity BUT makes both random generation and set scenarios have slightly more freedom. (But once again, nothing's set in stone, so feel free to convince me otherwise. (Especially if it leads to this sucker getting made) I promise to listen!)

Battles: Yeah, a medieval style might do very well for a introductory/initial game. If it makes the difference between actually completing it and making the game and keeping it as a dream forever, durn tootin I'll make the necessary changes. Interesting ideas though for simplifying. I like it.

Other: Totally agree on keeping the rolls simple. (Reason I went with D100 with modifiers for EVERYTHING)

Great ideas on teching... I'd personally add a "Blacksmith" character if possible. Both for the "Tag" and for more of a "Yer on yer own" flavor.

Thank you VERY much for reading, and for your feedback! I am currently working on organizing this thing and not just spitballing my ideas, and anybody looking at what works and what doesn't, I truly appreciate!
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Tue Jan 11, 2011 5:03 pm

@zeuskabob: Sorry, typo! That should be 8, like it shows on the character sheet.
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Tue Jan 11, 2011 5:25 pm

@zeuskabab: Haven't playtested some of this yet, so you're probably right. Once again, I should probably go with diminishing returns...
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby Thaedael » Tue Jan 11, 2011 8:14 pm

Glad you like it. Ill pm you my msn information if you want to continue talking.
Thaedael
 

Re: Dark Conception (Pen and Paper Game)

Postby Zeus Kabob » Wed Jan 12, 2011 5:42 am

As for futa/corruption, I think that corruption should diminish over time, or on item use. It seems bad to lose good breeding women to corruption, and so it makes sense to make it so that one can hold them for longer and have them lose corruption level. I think that also one should be able to capture a woman and bring her to one's "lair", wherein the monsters repeatedly impregnate the woman in question. In this case, there should be a # of guard monsters, and with each additional, and based on each one's stats, the odds of the woman escaping are reduced. In this case, I believe that the percentage should always stay below 100, and that upon escape, there should be an ensure fatality on the monsters' part.

On breeding with lower humans, I believe that the stat increase should be (((woman's stat +/- s) / (monster's stat))^N) * P, where s is just deviation, the thing that makes this mechanic seem real, and where N and P are just modifiers to alter the formula for balancing. This would mean that a low-level monster breeding with a high-level human will result in a good increase in stat, but that a high-level monster breeding with a low-level human would not be useless.

P.S. I'm really enjoying this project, it is a lot of fun to envision. (also I have a... fetish, one could say, for game mechanics development)

Edit: I made actual paragraph breaks after looking at the post.
User avatar
Zeus Kabob
Moderator
 
Joined: Tue Nov 16, 2010 2:16 am
Location: Between some awesome thunderheads

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Wed Jan 12, 2011 4:42 pm

Okay... I see where you're going with the Corruption mechanic being reduced. Here's the thing. It's based off "Discipline" primarily... as in it's Orgasms that give corruption over the long run. In addition, the monsters have a choice already as to whether they're trying to reduce the amount of time till she's fully corrupted, or maximize the amount of pregnancies.

As far as escapes go... Here's a thought that runs in my head. Ideally the human player shouldn't KNOW for certain where the monsters are coming from, so an escaped human is BAD news for the monsters. I think that there should always, no matter HOW many monsters/defenses the monsters player builds, there should always be a 5% chance per woman per turn that one escapes. Now, she doesn't AUTOMATICALLY escape. I think it would be a great "Grotesque" scenario for the human player. (In chess, a grotesque is a problem or endgame study which features a particularly unlikely initial position, especially one in which White fights with a very small force against a much larger black army.)
- Just seeing it... one woman slips her bonds in the "Breeding" chamber of a monster lair. Since women have been dragged here and stripped, there's a weapon or two available... her objective is to escape from the lair, while secondary objectives are to free other prisoners, and possibly even gain some intel on monster positions... (And the nightmare of trying to escape with several heavily pregnant victims in tow as well...)

Good idea on a basic formula. I think we want to keep the increase per breeding fairly low, to encourage more rape... :twisted: There was a big question though about diminishing returns and the fact that the highest level monsters will not get ANY benefit from breeding with crappy humans. (To ME, that's actually fairly ideal, but to prevent players from getting bored, I suggest that we go with a "Breeder" mutation which allows minor stat gains when raping ANY human. It should be fairly big and make the monster much less effective in combat, but at least will make breeding valuable, especially when the only humans that will increase your stats are human "Heroes")

Thanks for helping out, BTW: I love coming up with fun concepts, so even if this never gets off the ground it's a lot of fun to work on for me. Especially when others help out.
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Wed Jan 12, 2011 6:16 pm

@pornomancer: Wow! Tons to cover so I'll start with what I can.

First the "Old Dark Conception" rules. There's enough of my old rules in that (Yeah, there's DEFINATELY some of my work there) that I can see the Derivation. (Kinda like how a bird hip resembles a dinosaur hip) However, those rules have been taken in a radically different direction from my original, by who, I have no idea. I recall discussing on the message board the possibility of ONE scenario being demons and schoolgirls, and somebody doing a playthrough with the rules... Must've taken that playthrough and adopted em from there.

(And I'd forgotten about the "Spontaneous Tentacles' mutation that I'd come up with. When I have some time I'll pore over those rules to see what else I've forgotten, since it's a good touchstone.)

Well, honestly, the IDEAL game would be a 3D engine, since that would allow for the most modability of the monster models without having to draw a new one for every variation. BUT I do realize that it's still a lot of work. (Chrysalids... heh, if they were in this game, I'm betting they'd have a LOT of maturation and growth time mutations...)

Hmm... a text based scenario as an alpha MIGHT be a really good idea. Once again, I'm not a programmer, but I would happily see where you are going with this... (And the interesting thing was that it was sex and orgasms that caused corruptions... not necessarily mutations... hmmm... a thought comes to mind of Monster birth control (Or spells if you REALLY want to go fantasy) combined with humans breeding their new recruits with monsters just to get those "Slots" and increase their power... (OF course the downside to that is that if a partially corrupted woman is captured, she goes monster MUCH faster)

I do like your idea about the text being simpler. What might be funny is that since the CAM is essentially a paper doll, could we just change the doll to numerical form and have the mutations assigned that way with the various restricitions?

You do have another good point about which do I want to make? A porn game or a squad based tactical? Once again, your idea is solid. (I guess I always wanted to make more of squad based tactical with porn elements... not that you don't have a good point. Just my brain, I guess)

And the tactical system with python graphics might indeed work. Especially if we swap this to a PURE 2d game. (Which is also possible)

You are right that my ambition far exceeds my grasp on this one. I am pragmatic about this though. I hadn't considered a lot of what you were proposing, and if it's successful as a much smaller game, there's no reason to abandon the eventual goal of a full 3d rapefest with tactics, monsters, etc...

If you can start coding, I'll be more than happy to start writing, since that's what I'm good at... ;) Maybe we can even get some folks to start drawing...

And as far as fantasy vs. SF... meh, to each their own. I have a bit of a James Cameron obsession with hot chicks in tank tops... ;) Buuuut at the same time I can definately see the appeal in your ideas...
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

PreviousNext

Return to Creative Corner



Who is online

Users browsing this forum: No registered users