Author Topic: Weight Gain and Witches  (Read 3556 times)

Muffintopmanor

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Weight Gain and Witches
« on: July 04, 2017, 05:51:22 PM »
Hey, I'm relatively new to the forums and to table top games but I'm hoping to try and develop a table top weight gain rpg, in a simplified D&D-esque style. Any ideas, thoughts, or advice?

gravityshock

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Re: Weight Gain and Witches
« Reply #1 on: July 04, 2017, 06:46:50 PM »
okay so what is your basic idea for the game like where does it take place what are the world rules ect. only asking to help and see what your ideas are.
consider me the helpful demon on your shoulders whispering the words "Bigger is better." as you look at you lovers waistline.

Muffintopmanor

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Re: Weight Gain and Witches
« Reply #2 on: July 04, 2017, 07:33:22 PM »
The land known as Guspin is home to several large kingdoms/provinces. Guspin is a diverse continent/landmass containing the areas of:
- Premore, a rural land of farms and villages with woodland scattered between
- Hogary, a bustling city home to the greatest gamblers and brewers in the land
- Pomma, a large-scale system of fishing villages along the shores of the sea of shipwrecks
- Rosewood, the peaceful and walled-in city of splendor and luxury, the new capitol of Guspin's empire and home to most of the religious and artistic experts
- The Sinful Swamp, a strange marshland comprised of almost entirely edible objects, seas of ale, trees of candy, etc.
- Eriksfall, a shadowy kingdom home to the powerful witch coven, the Mother's Guild, and all manner of criminals taking refuge. The formal capitol city, now mostly ruins.
- Venus, a city of love, and more importantly, the brothel capitol of the world, with crime rates skyrocketing at night and pleasure and comfort in the day
- The Shallows, a system of caves and tunnels allegedly dug by the old gods, home to cults, monsters, demons, and more that were too dark and devilish to live above
And many more areas to be discovered and explored - made up

If you'd like to help me create this in any way it'd be appreciated.


Then I guess the next piece of the puzzle is that players would create characters with classes, abilities, races, stats, etc. I'll make a separate reply with ideas for character creation and playing after I hear your thoughts on the kingdom

gravityshock

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Re: Weight Gain and Witches
« Reply #3 on: July 04, 2017, 08:11:23 PM »
Okay for the world it sounds nice allows for a person to make these places to be part of character creation as well also this also allows you to say they are between thee large known cities and small villages and maybe dungeons and labyrinths between these locations. as for character creation that's a bit different harder if you will like what races do you want and how it will effect the character classes on the other hand is more what you want to effect.and then there are things like the characters weight will effect and how it plays out. also sorry if my responses are a little slow family is here for the holiday.

consider me the helpful demon on your shoulders whispering the words "Bigger is better." as you look at you lovers waistline.

Muffintopmanor

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Re: Weight Gain and Witches
« Reply #4 on: July 04, 2017, 08:36:22 PM »
Thank you gravityshock that's been helpful. Currently this is the general ideas for our playable races. They will have an effect on the base stats, metabolism, and backstory for playable characters, as well as  perhaps overall stat growth or maximums and minimum levels for stats. Races have traits assigned in these descriptions and in the overall concept. Any other suggestions? Ps you should add me or send me a message, I'm thinking of making a discord for this.

There are roughly 11 races found commonly in Guspin (playable-race wise)
- Imperials, humans from the large cities like Hogary and Rosewood, often times lacking in survival skills but exceedingly talented in business, mostly comprised of noblemen
- Morians, humans from the rural regions near Premore, farmers lacking in education often.
- Pommans, humans from the coasts of Pomma, often times with tanned skin and more little experience outside the beaches and seas
- High Elves, the Elven nobility with paler skin, luxurious hair, a knack for magic and the weakest physical skills., the prim and proper race of elders and councilmen
- Wood Elves, the lower-ranking cousins of High Elves, mostly living as High Elf servants, or as hunter-gatherers living in the vast woodlands and wild lands of Guspin
- Dwarves, shorter than both elves and humans, these viking-esque warriors, smiths, and merchants are excellent when it comes to metalwork, underground exploration, combat, haggling, and putting away copious amounts of ale and mead
- Orcs, naturally bulky and often stereotyped as unintelligent brutes, the greenish-grey skinned Orcs of Guspin tend to stick to themselves and have a deep culture of clans, that have individual settlements ignoring kingdom boundaries. War is one of their specialties, but they aren't keen on strategy, so are often drafted as mercenaries and bandits.
- Tauran, bovine-like creatures that are similar in appearance to the Minotaur monster. Tauran are much more intelligent than their primal cousin, but still lack in intelligence compared to most other races. They are naturally plump and softened as females, and strong and powerful as males. Their horns are powerful weapons, and their speed knows no bounds when angered or frightened. They are known for their gluttony almost as well as dwarves.
- Fallenblood, when demons began pouring into this world from Hell, they quickly seduced a large amount of mankind's men and women. Thus, a new race was born. The Fallenblood are human-like, except for distinctly demonic tails, reddish skin tones, and a skill in demonic magic. The Fallenblood naturally have higher lust and a slower metabolism, as well as other worldly and material desires, driving them.
- Wolfskin, a strange and primitive race that appears human, with the addition of wolf tails, ears, and fur coating parts of the limbs, chest, and nose.
- Nekos, a race of creatures related to the Wolfskin and Tauran possibly, donning cat ears, eyes, tails, and a lazy attitude. These creatures are generally domesticated in nature, often being servants, entertainers, escorts, and companions for the rich and wealthy, they are naturally greedy and lazy, but more intelligent than their other animalistic cousins.

Jak8714

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Re: Weight Gain and Witches
« Reply #5 on: July 07, 2017, 12:35:24 AM »
An interesting start, but eleven races seems like a bit much, especially if you're just starting out.  Most games make do with a half-dozen or so for a reason. 

I'd suggest focusing on about half of your current race ideas, then working on the game proper.  Additional races can always be added later, after all. 

SizableSnivy

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Re: Weight Gain and Witches
« Reply #6 on: July 07, 2017, 04:07:07 PM »
Okay, I'm interested.
If.... If that'sss okay with y-you...

ThreeBeersDown

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Re: Weight Gain and Witches
« Reply #7 on: July 07, 2017, 11:52:52 PM »
Seconding what Jak8714 said. I love the world-building you've got going, but I'm more interested in the 'nuts and bolts' right now.

Like, why D&D? Do you want a simple game that most RPG players will be familiar with? Are you trying to replicate something about that game's feel? If so, what are you planning to change?

Or are you going with a completely original system? I have a lot of questions like these I'm dying to hear answers to!

Muffintopmanor

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Re: Weight Gain and Witches
« Reply #8 on: July 08, 2017, 06:56:11 AM »
In hindsight, it is a large race list.... most likely I'll cut back a few races I'm less interested in, Like Pommans. I'll be honest, world building has been my focus because I'm without a doubt more of a writer/story teller than a gamemaker. I'm nervous and getting help from a few friends, but it's not easy. And D&D's influences are that it's simple for an amateur like me to work with, and to play. There will be obviously changes in certain playstyle elements, a large one being weight gain.

Kostromama

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Re: Weight Gain and Witches
« Reply #9 on: July 08, 2017, 02:16:51 PM »
Hi!  I'm a big fan of sword-and-sorcery type fantasy adventures, and I've actually been hoping somebody would put together an RPG like this for some time!

The advice "don't bite off more than you can chew" is a good one.  My game, BanQuesT, is on a hiatus because a one-person team fabricating these elaborate systems and many races and items and classes can be pretty draining (and I got inspired by a simpler concept and premise).  ESPECIALLY don't write in things you don't care about, for sure.  Try to keep it to 100% "best stuff" and the game will be stronger as a whole-- you or your players can always add more later if desired, get the core of good ideas done.

Muffintopmanor

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Re: Weight Gain and Witches
« Reply #10 on: July 14, 2017, 05:00:31 AM »
Kostro I think I needed to read that. One guy alone is definitely not enough for the scope I pictured when starting out, I need to simplify and ask for help. Thanks for your input.

Jak8714

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Re: Weight Gain and Witches
« Reply #11 on: July 26, 2017, 02:50:11 PM »
I'd be willing to help, at least a little.  I simply don't have the time or energy to hammer something out from scratch, but I've seen, played, or at least studied a large amount of different tabletop games.  It would be a small thing to simply share that experience with you.

I'm also rather good at world-building and setting writing, though I suspect any effort to help there would simply result in creative differences.  I have never really colaberated with someone before.

Anyway, first piece of advice-  it's really tempting to just go it alone, and make up your own system from the base up, but it's generally quicker and easier to at least borrow basic ideas from other games.  Here's some suggestions you can check out for ideas:
__Fate:  heavily role-play based, Fate has very few hard numbers; a character's abilities are based largely on player interpretation.   (https://fate-srd.com/fate-core/taking-action-dice-ladder)
__Dungeons and Dragons 5e:  A new version of an old classic, DnD 5e has seriously revamped the skills system, reducing the potential to minmax extremely. (http://5e.d20srd.org/indexes/skills.htm)
__Betrayal at House on the Hill:  No SRD for this one, sorry.  House on the Hill is a game based around randomly creating a haunted house through the use of tiles; more importantly, characters are all controlled by four stats; these stats act as a combination of attributes and HP, increasing and decreasing rapidly throughout the game (so a man might win 3 strength, then get shot and lose 2 strength).  Hitting a zero stat means 'dying'.  Simplistic, true, but good for making disposable characters if you want players to 'die' often.

...actually, what sort of game do you want to run?  You've mentioned focusing on setting, but is there any sort of gaming style you want to focus on or encourage?

dingotush

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Re: Weight Gain and Witches
« Reply #12 on: July 27, 2017, 07:49:39 AM »
In hindsight, it is a large race list.... most likely I'll cut back a few races I'm less interested in, Like Pommans. I'll be honest, world building has been my focus because I'm without a doubt more of a writer/story teller than a gamemaker. I'm nervous and getting help from a few friends, but it's not easy. And D&D's influences are that it's simple for an amateur like me to work with, and to play. There will be obviously changes in certain playstyle elements, a large one being weight gain.

I'm just wondering if it would be easier (and quicker) to start with one of the "open" game systems (eg. OSRIC, based off the older, and simpler, D&D versions), and then add your own rules for weight gain stats, effects, spells, items, etc.

storymaker

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Re: Weight Gain and Witches
« Reply #13 on: September 04, 2017, 06:30:59 AM »
So the system I've been doing the most homebrew, custom work, both in and outside of my fetish community persona and work, is DnD 5e, largely for this reason: 5e puts the story first much easier than older editions. I've always been of a mind that story is important and should be compelling, even if you're writing it with something like Weight Gain as a significant factor. Rather than just a series of sessions about people gaining and losing weight, it should be an adventure during which people happen to gain or lose weight as an effect of the story rather than the focus thereof. To that end, I've made a few DnD 5e spells and class options that have a bit more weight gain and expansion flavor, but retain their identity as things used for DnD. I'm not certain if that's your overall goal, but that's something that I believe would be a helpful outlook to at least consider in your work.