CaryJanJunior
Sexfight enthusiast
- Joined
- May 11, 2023
- Posts
- 30
I've been playing with the idea of using (separately from my ongoing series) various TRPPGs/games/CYOAs as ways to inspire myself during writing. Does anyone have any thoughts or experiences with doing this?
I will provide three examples to start us off. All of these are intended for sexfight settings, which does influence what I do with them.
1. Outcome generator (BattleSluts CYOA)
One of these would be more of an experiment: a story set in a city of tournaments where the stakes of any individual match are never story breaking.
For such a story, having a consistent set of power levels, bad matchups, etc. would be helpful to avoid plot armor and so on. Additionally, knowing that these fights are actually done by pitting characters created in a system designed for sexfights, even if a simplistic one, adds tension as the main characters have realistic odds of losing.
Finally, having discrete numbers allows for clearer growth.
2. Borrowing mechanics (Perfect Draw! TTRPG system)
For a story centered around duels of summoners who summon creatures and cast spells through playing cards, I borrowed the system used in the Perfect Draw! TTRPG, which was designed to emulate stories about games, such as Yu-Gi-Oh, which was their explicit example.
Using only the card game system and not the rest does create some rough edges that need to be smoothed over, but it allows me to have a premade, customisable system with plenty of example decks for opponents that I just need to reflavor as well as instructions for making your own, allowing me to focus on the story itself in place of how the combat system functions.
The card game itself serves to provide a framework on which I can build in describing the battles.
3. Writing guidelines (Wu-Shu: Black belt edition)
For the third story (an isekai story where a raider chieftain gets teleported into the world of succubi-adjacent (aka pleasure monsters) creatures via having one of them bound into his body and then having them both be banished to her home dimension), I am using Wu-Shu's detail system to guide my writing.
The detail system is that characters earn the dice they roll by describing details about what they are doing and how they are affecting other characters. This, along with proactive narration (players are encouraged to say 'I do' instead of 'I try', such as 'I kick him through a wall' instead of 'I try to kick him') is invaluable for dealing with habits built by snapping out replies to low expectations collaborative writing groups before class.
The trait system also encourages creating a gimmick for a character and leaning into using it to do all kinds of stuff, which can help with characterisation.
The actual dice serve more as spice than actual deciders unless a meaningful, important battle against a Nemesis is taking place, with the game master outright being told that the narrative takes precedence over dice rolls, which is perfect for my needs for more of a writing guide.
Does anyone else have any suggestions to offer, experiences to share, or questions to ask?
I will provide three examples to start us off. All of these are intended for sexfight settings, which does influence what I do with them.
1. Outcome generator (BattleSluts CYOA)
One of these would be more of an experiment: a story set in a city of tournaments where the stakes of any individual match are never story breaking.
For such a story, having a consistent set of power levels, bad matchups, etc. would be helpful to avoid plot armor and so on. Additionally, knowing that these fights are actually done by pitting characters created in a system designed for sexfights, even if a simplistic one, adds tension as the main characters have realistic odds of losing.
Finally, having discrete numbers allows for clearer growth.
2. Borrowing mechanics (Perfect Draw! TTRPG system)
For a story centered around duels of summoners who summon creatures and cast spells through playing cards, I borrowed the system used in the Perfect Draw! TTRPG, which was designed to emulate stories about games, such as Yu-Gi-Oh, which was their explicit example.
Using only the card game system and not the rest does create some rough edges that need to be smoothed over, but it allows me to have a premade, customisable system with plenty of example decks for opponents that I just need to reflavor as well as instructions for making your own, allowing me to focus on the story itself in place of how the combat system functions.
The card game itself serves to provide a framework on which I can build in describing the battles.
3. Writing guidelines (Wu-Shu: Black belt edition)
For the third story (an isekai story where a raider chieftain gets teleported into the world of succubi-adjacent (aka pleasure monsters) creatures via having one of them bound into his body and then having them both be banished to her home dimension), I am using Wu-Shu's detail system to guide my writing.
The detail system is that characters earn the dice they roll by describing details about what they are doing and how they are affecting other characters. This, along with proactive narration (players are encouraged to say 'I do' instead of 'I try', such as 'I kick him through a wall' instead of 'I try to kick him') is invaluable for dealing with habits built by snapping out replies to low expectations collaborative writing groups before class.
The trait system also encourages creating a gimmick for a character and leaning into using it to do all kinds of stuff, which can help with characterisation.
The actual dice serve more as spice than actual deciders unless a meaningful, important battle against a Nemesis is taking place, with the game master outright being told that the narrative takes precedence over dice rolls, which is perfect for my needs for more of a writing guide.
Does anyone else have any suggestions to offer, experiences to share, or questions to ask?