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Chapter 3 by CrawlingM CrawlingM

What game mode are they playing?

[[CrawlingM's cheat sheet with Events, basic rule suggestions]]

Hey!

I'm just making a list of various Events that might happen when they step on cells. This is work in progress, but I'm seeing others writing chapters now so I guess I will publish it for others to consider. It's not meant to be set in stone, adjust as you like.

General rules:

Transformation points in a certain direction is completed over 4 Stages, or points.

Stage 1 is meant to be physical (and outfit)

Stages 2 is physical and experience/instincts

Stages 3 physical, experiences/instincts and desires, but still aware of past,

Stages 4 = total change and unaware(/soul ****?) of former self.

Legend:

Progress Bar/Progressions: a counter on how far along a certain TF a player is, goes from 1-4. Players may have multiple progress bars on them. Once a bar hits 4, it has been applied. Though maybe there are undo-options around?

Cursed: various effects that triggers because of actions or events, or on every player's turn (every game round equals one point for the cursed player, four players would cause a quarter increase for each of their turns. Happens at the end of a player's turn.)

Blessed: various abilities that can be passive or activated, intrinsic or entrinsic. Can be used in various amounts, from always active, every turn of the blessed player, or every player's turn.

Various Events:

"Freebie" cells: Points handed out for no cost. Best cells to land on?

"Tactical Retreat" cells: characters gain points with no disadvantages, but have to step back a number of cells. Doesn't trigger the cell they arrive on with the retreat.

"Choice" cells: someone gets to choose a score between 1-4, they get points, but are also transformed from those points towards some theme. spending points allows a player to use it on someone else, pushing their "progress bar"

  • Example themes: a player's dream lover, a favorite porn stereotype, a favorite anthro, celebrity, etc.

"Swap" cells: body swap, no points, score follows the "soul," not the body. Though physical curses would remain with the body and spiritual curses would transfer with the soul.

"Curse" cells: Players gain one point, but are cursed in some fashion. Game gives a few options and the non-cursed give their votes. Curses might be physical, intrinsic/extrinsic. Curses trigger for various reasons, some just TF a character over time, some by some action. Other players might add points to the curse to make them harder to remove. Curses shouldn't hand out more points until they are "completed," and that's not always something you want to happen.

  • Example curses:
  • TF over time to stage 1-2.
  • TF Triggered by actions to stage 2-4. (triggered by acts like swearing, jerking off because they're getting horny etc. )
  • Temporarily turned into current acting player's dream date(stage 2-3,) made permanent if following through on curse condition.

"Blessing" cells: kind of the opposite of curses, but requires points to buy. Various blessings costs various amounts of points. blessings might be "equipment" that are connected to a player's body, or "enchantments" which would be connected to their soul.

  • Example blessings:
  • Clean curse progressions/progressions away from oneself.
  • Apply a progression point to other players, they get a point for it.
  • Progression Ceiling, stops progressions from reaching lvl 4/finishing.
  • Movement boons: choose for yourself or another player to roll less or more dice: Turn one or two dice negative, or add one positive die to their pool.

"Undo" cells: players can spend single points to undo/downgrade something. Works well for unbuffed curses.

"Trade" cells: player's can trade attributes, curses, blessings etc.

"Dare" Cells: Do something or something else happens (curse or point progress without points). Points for doing it.

"Tweak" cells: changes one little thing for a point. Mental or physical.

Win conditions:

First player across the finish line ends the game. The win order is then decided by how far away the other players were to the goal. Winner gains 5 points, 2nd place 3 points, 3rd place 1 point and the rest gets none. The player with the most points is the winner and decides what should happen with everyone.

What's next?

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