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Smut Dungeon - Rules

freeko

Star
Joined
Mar 13, 2016
This game is fairly simple. Players enter and for each level choose one of the available doors. Lower levels have more doors and what is behind each door is randomly selected for each player for each level. There is always exactly one door that will either be empty or contain a restoration item of some kind. Other doors will contain monsters or trap that the character must overcome.

Traps will automatically hit and then last for a number of turns depending on the level the trap is triggered on. When in a trap, the character can not escape until the duration of the trap has expired, however if the trap does not successfully attack the character then no damage will be inflicted for that turn. It is quite possible that a trap may render a character helpless to defend themselves negating the player's defensive rolls.

When a monster is encountered, the HP of the monster will be generated depending on the level the monster was encountered. Monsters will attempt to attack the characters and then attempt to subjugate them in some way. When confronting a monster, the player always attacks first and all dice rolled are simple d20 rolls. If the attack roll is equal to or better than the defense roll then the attack is good. It will be made clear if the monster is attempting to grapple or simply attack the player. If the monster successfully grapples the player then the next successful attack made by the monster will place the player in a submission hold where they cannot deal damage and are only able to escape the grapple with a successful attack roll.

Each player gets 25 life and 0 libido points to start with. If the player is reduced to 0 life then they are stunned for a turn every time they take life point damage until they are restored to 1 or more life. Every 20 libido points the character gains will cause them to orgasm. The player then rolls a d8 against the number of orgasms that they have experienced so far in the game. The player can continue on if the roll is greater than the number of orgasms forced. (So if the player rolls a 1 on the first orgasm check they will be defeated)

This is a fluid ruleset and can be modified to fit specific ideas to be used within specific games. So not every game may follow this exact ruleset but this is the general rules that will dictate any game unless a specific rule is agreed upon for a specific game.
 
I have been considering changing the rules. Characters as they are may stay inside the dungeon under the current rules and may have the option to adopt the updated combat rules.

As of right now, anyone who joins the dungeon will start with 20 LP and have their orgasms happen at 10 libido instead of 20. The tradeoff is that the orgasm counter becomes a d20 instead of a d8. I have made this change to allow for a more heavily focused combat experience that should focus itself more on smut. Also in the event that a character is in an unwinnable position, it will allow for a less punishing consequence of "losing" a battle.

Combat will be changed effective immediately, or the next time combat is started for those presently within a battle. Any time a dice roll has a spread of more than 8, something extra may happen considering the situation. An attack may land a critical hit, causing 2 damage instead of 1. On defense a counter hit could occur or a grapple depending on the mindset of the enemy or defending player.

In the event of grappling, I think that I have made these rules too loose and subjective. The balance of a grapple and where they are is as such:

player dominant <-> player control <-> *Neutral/Escape* <-> enemy control <-> enemy dominant

A critical hit under the rules will shift things on the scale 2 places instead of a normal win shifting 1 way. The only exception being that Neutral grappling only applies when a grapple is first established and is generally caused when both the player and the enemy choose to grapple with each other as their moves. It can be functionally ignored once control of any kind is gained. If a player or enemy win a grapple on defense they would gain control over the grapple or escape the hold depending on the intent of their move.

So a defensive critical hit could see the player going from being pinned to instantly being dominant in the grapple. As winning the roll would put them in control and the critical moving the grapple to dominant from control. Of course this could also result in libido damage being inflicted as well as control being changed.

I feel the addition of critical hits is a needed inclusion to the game. As if it were not stated already explicitly, players always win ties.
 
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