Lost in a Sexy Dungeon
Sci-Fi & Fantasy Story

Lost in a Sexy Dungeon

by Justspitballing 9 min read 3.5 (930 views)
role play game exploring sexuality fantasy sci-fi horror game zero
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Chapter 4: Running The Game

This chapter as well as after it is for the Game Master only. If you are a Player and you are reading this point and past it you are likely going to spoil this game a bit for yourself. Please stop here.

Now as the Game Master if you want to give this game your own personal feel when you run it and you want to try out some different things, here are some optional rules.

Chance Of Loss

If you want to play a game where there are stakes and the player can fail for good then you can use this optional rule. If the Player fails a scene by rolling a 1 on one of their Core Stats you can have them roll a D12. If they roll a 1 then they are out of the game for good. Let them have the final say in this and the player should decide what is fitting for the narrative at hand. It could mean they were properly knocked up so they no longer want to go on wild adventures, or they found a grisly end, or they simply decided to properly retire.

Keep in mind that with the game system of Lost In A Sexy Dungeon the Player gives the Game Masters tricks, decides on the Sexy dice value and can even decide to roll their Core Stat more then once if they think they should fail at the current Scene. This is a system dedicated to making the Player work with the Game Master and as such often asks the player to purposely make things harder on themselves. Having a rule that means the Player can fail for good can take away from this dedication to cooperation that this game strives for. So as such don't use this rule lightly.

More Then One Player

If you want to run a game with more then one player but still one Game Master then you can use the fallowing rules. When a Scene happens the Game Master picks who is the first player to move out of the Players at hand. This player decides the Sexy dice value of the Scene at this point. They then make their roll against the Scene's Core Stat. After that they decide which player goes next but it can't be a player that has gone yet this turn. After all the players have gone then the Scene goes. When the Scene goes it uses the Lust dice of whoever it is rolling against. After that the Game Master picks the new first player of this new round and the process is started again. The Game Master can also spend two tricks to have the Scene move one extra time during the Scene, whenever the Game Master feels is fitting as long as it's not first in the current round.

When a Player rolls a 1 on one of their Core Stat they have failed against the Scene, but the Scene is still going now with the other Players. When it gets to their turn again they are greatly weakened and as such when they make their move they can only roll the Fate Dice. They can also now no longer be impacted by any of their Benefits and can't earn or use any Teases, though the Game Master could still earn a Trick from their roll. They can again roll against the Scene, but if they pass the roll the only impact it will have is they can give a +1 to the next roll of a Player of their choice, as they are helping that Player to win, be it that their warn out body is getting in the Scenes way or despite their current state they are still winning the Scene's favor. If the Player who is in this weakened state rolls a 1 on their fate dice it means they have actually hindered the other Players due to how out of it they are. This will subtract a -2 onto the next Players roll, whoever that maybe. A Player in this weakened state can be gotten out of it if a different Player has some kind of healing Benefit. Getting the player back up to a proper playable level counts as lifting one of their Core Stats up by one dice level, but in of itself does not lift any Core Stat.

The Player that is this weakened can decide not to move on their turn if they want and the Scene can no longer roll against that Player. At the end of the Scene the player can use their character normally again.

If there are a lot more players then the Game Master then said Master starts the game with more Tricks to use. For 1-2 players they start with 3. For 3-5 they start with 7. For 6-7 they start with 9. If you are playing with more then 7 players you should really consider a different game system. Scenes will tend to drag out to much and become to easy and it will stop being fun.

Some other bits of advise is to not as a Game Master spend an overly large amount of Tricks on having one player alone make Lust rolls. This may make them feel pressured and it's unfair to the other players. Lastly you may want to shorten any descriptions of sex scenes that only focus on one player so the other players don't feel ignored.

Ignoring A One On A Core Stat Roll

This game system likes the idea that a player or a Scene could win or fail at the Scene at hand at any moment. It can add an intense and exciting feeling to the game. That being said, it can lead to some scenes ending abruptly. If you want to give the Player and yourself a bit more control over if the Scene ends or not you can use this optional rule. If the player rolls a one on a Core Stat they can ignore it if they spend all of their current Teases and they need to have at least three Teases to do this. The Game Master can also ignore a one on a Core Stat if they rolled a one if they spend all of their Tricks and they also need at least three tricks to do this.

Stat Caps

Since in the game the player will be doing many different things and since as they play their Core Stats will lower from having the Scene win against them most players will naturally end up using all their different Core Stats in some way and the game will have plenty verity. If though it is turning out the Player is always using the same Core Stat over and over again and it's preventing good role play you can suggest the rule that they can't use the same Core Stat to make three different rolls in a row. It is suggested though that you talk things out with your player first before using this rule as it can feel limiting in some cases.

No Singular Checks

If you have played many role play games before you may notice that in this system, outside of some effects caused by Settings, the Player doesn't seem to roll any single checks to do anything. This is for two reasons. First off there is no real reason for it. Most of anything you can think of that could involve a single dice roll can fall into a Scene. Your Player wants to sneak around the town guard? This would play out better as a Scene with said town guard then just a singular roll. Do they want to ask someone questions about some kind of mystery they are trying to solve? Again, this actually sounds like it would work much better as a Scene. Instead of separating social advents and big epic conflicts into two different things this system treats them as one and the same so they can both have the same level of wait and fun.

The second reason for the lack of singular checks in this system is that the Game Master and the Player are expected to really work together here to tell the story. If the player is great at something and the check with it is pretty minor and not a big deal then the Game Master should just let that Player have that win. A lot of this game is indeed just fun role play with the important stuff covered by Scenes.

This can lead a Game Master into making everything into Scenes and just have a Scene right after a Scene. It is suggested that you don't do this. To many scenes in a row can make it harder to improvise and can lead to a game becoming taxing. You should always have some role play in-between Scenes so all of your Scenes have a chance to breath and stand out.

Game Zero

When running a game like this that can be so personal and deal so heavily with wants and feelings not only is it important to have a Game Zero, it's pretty much needed. This is a meeting you have before you start running the game as the Game Master. It's important to be open and frank with your Player or Players and to let them know what type of game you have in mind to run. It's also important that they can be fully honest. The Player or Players as well as the Game Master should all have a say about the sexual ideas they want to explore in game and the kinks and turn ons they have. They should also point out things they are not into at all and stuff they will never want to be involved in. Everyone is expected to fully fallow what everyone else is comfortable with and any player at any time and for any reason can stop playing. It is suggested that a Game Master keeps a list of the interests every Player has and tries their best to respect and explore them as long as the Game Master is comfortable with this of course.

Exploring Sexualities

Table top role play games in general have had a long history of allowing people to explore things they are not used to or seems to not fit with the gender or sexuality they present themselves as. Exploring your sexuality can seem very different then what your actual sexual orientation is and there should be no judgments for anyone that does explore a sexuality they don't personally have. For example someone who is asexual may still enjoy describing and fantasizing about sexual ideas so may want to play in this game as someone who is gay, straight, bisexual, or one of the many different sexualities that there are in this world.

A Player may also find something arousing that in real life would be unsafe or morally wrong, such as doing stuff like nonconsensual role play in game. Stuff like this should not be held against a Player as long as they are respecting and understanding to everyone at the table. But really, this goes for everyone. Everyone at the table is expected to be understanding and respectful and that no one at the table has to consent to anything they don't want to.

Lastly a game may involve some things that aren't physically possible. Like you may have a Player that wants to sleep with a giant that is twenty times their size. Even though in reality this would cause their character to die, you should allow them to play out this sexual idea as long as again, everyone at the table is alright with it. There shouldn't be limits on the imagination and if you want something to be possible in your game then it is possible.

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