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Does anyone here do tickling roleplays?

Kalamos said:
We really have a lot of options here: it would be nice to come up with a rule-system, even if it is a free form, and we simply follow common sense. 🙂

Care to elaborate on the rule-system idea?

And when I said "medieval", I did not rule out "medieval-fantasy". Medieval-fantasy is what I would prefer as well.
 
I can happily elaborate - just don't drop down bored to death. 😀 😀 😀
[J/K]


About setting, I would rule *pure* medieval out: it is much easier to borrow bits from existing rpgs or novels than shoehorn history into a game, and people don't have to know anything about history to play.

With fantasy, you can merge several ages and cultures easily - people are bound to know enough to catch on, and they can make up the rest to keep the pace up and still have fun - without checking books for reference/guidance.


Rules: now, rules are bothersome but useful. Even if it is only about choosing age, gender and size of a character's, it usually pays to know what rulesystem a game runs off.

Since we wouldn't be *fighting* and we'd have little needs for tactical rules, something as streamlined as a freeform might work nicely.

Just describe the character's past and life, and we then can decide what he/she/it can do - and what skills/knowledge possesses, and so on - the rest is handled by common sense: eg - your character has had no druidic training, so it is unlikely he/she/it will have access to or being able to use herbal salves effectively without assistance - again, my character is a nimble 5'5" elf - he/she/it will have troubles peering out from a 7' wall, but will have little problems climbing it.

Rules keep the game consistent, and avoid turning the story into a "free-for-all" where anybody can do anything to the other characters. It might be nice for a while, but without basic rules, it can become boring in the long run.

This just my personal opinion: of course since the idea is yours, you get to pick the rules you prefer. 🙂
Maybe you'd like to check something about respiration: if characters are meant to be tickling each others, it would be nice to know how long they can stand it, and if they risk passing out from lack of air.


Reg's!
 
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Describing our characters' lives will be nice, as long as I don't force people to write entire paragraphs of novel-style biographies. Somewhere around three or four lines should be enough to create a character who is like a real person. But considering that the main focus will be almost completely on tickling, I'm not sure if it would be necessary to state what non-tickling related abilities the characters have, especially since skills like magic will only get in the way of the tickling. You can if you want to, but it's not a requirement.

The respiration thing is really up to the ticklee. If he/she feels that he/she has had enough for the moment, he/she could simply have the character pass out (or start giving information). While creating a character though, it would be nice to include some miscellaneous info about him/her. For example, when I make my character, I would probably state that it would not too hard to tickle the piss out of her.
 
Well... you could come up with "pre-built" characters, or tables to make creation easier.
You might set the rpg in some cosmopolitan city or continent [Tamriel from Elder Scroll series, for example] and allow people to choose umanoid races from all over the game world.

This would even allow for exotic race choices [like "furry" characters] without "unbalancing" the game.

Even in a free-form game [that is, without die rolling] for tickling I'd suggest some easy rules.

Every character should have some tickling attributes, expressed in a percentage score, or in tenths/fifths - to make calculations easier.

I'd suggest something like this:


* Disposition - Sadistic vs Masochistic.

Full scale Sadists are usually more keen on tickling and they can tickler harder or longer, since they enjoy making people suffer [even if tickling is not usually painful, per se].

Full scale Masochists are usually less keen on tickling, but they can take tickling punishment longer, since they like or stand suffering better.

In between, we have Switches and Non-Aligned people, who get no bonus on tickling or resisting tickling - because they like both, or hate both in the same way.


* Composure and Threshold.

In this game we suppose everyone is ticklish: it would be purposeless to have completely un-ticklish chars around.

Composure determines the amount of tickling required to make a char laugh - related to Threshold, it indicates the maximum tickling Resistance.

Threshold determines the pleasure/pain a char derives from being tickled - related to Composure, it determines maximum tickling Resistance.

A char could be less responsive to tickling, but might crack quickly when his/her/its sweet spot is tickled, or he/she/it might be extremely ticklish, but enjoy every second of tickling torture, and endure a lot of it before giving in [if even].

Players can divide their initial point allotment between the two; they can have a high Composure value [and low Threshold] or a low Composure [and high Threshold] - or something in-between.
For gaming balance, initial characters shouldn't have high values in both attributes.


* Technique and Persistence.

Composure and Threshold determine the "defensive" capability of char; Tech and Persistence his/her/its "offensive" skill.

Technique is about how effective the tickler is: a good, cruel Technique [be it due to sharp nails, skill in using mundane objects or access to exotic equiment] is especially effective against very Ticklish subjects - on the converse, good technique is wasted on Masochistic/Resistant subs, who love or resist cruel tickling.

Persistence determines how dogged is a tickler: highly Persistent chars usually can crack apparently un-ticklish subs, while lowly Persistent ones usually give up before finding the "sweet spot".

Again, initial chars can't be both Persistent and Technical. Divide initial point allotment between the two attributes - evenly or not is up to the individual player.


* Sweet Spots.

Every char should have some especially ticklish spots: Composure is usually half when Sweet Spots are tickled. Threshold could be higher or lower, depending on the kind of sweet spot.

A char must have at least one spot: it can be a Pleasurable or Painful Spot - not both.
While Pleasurable might at first seem better, it relates to Orgasm Resitance, and it some special situations is actually worse than Painful.

If he/she/it chooses to have more than one Sweet Spot, their Overall Tickling Resistance is doubled in the rest of the body; the various Sweet Spots can be all Pleasurable, all Painful, or a mixed bunch.

Viable Sweet Spots choices usually are: Feet, Pits, Belly, and so on.
Multiple Spots must be readily accessible [eg - ticklish mouth-gums don't qualify] and usually cover at least 10% or skin area.
You can divide them in two large areas [eg feet and pits], or numerous smaller parts.

Option: very small and ticklish Sweet Spots [eg Yenny's birthmark] count as Two normal Sweet Spots, but resistance is 25% instead of 50%.


* Orgasm and Resistance.

Simulating Orgasms in probably beyond the scope of this rpgs... [ 😉 ] but rules must determine how chars react to tickling - and different kinds of tickling: Cruel or Sensual.

High Composure chars aren't less ticklish, but they can resist a lot before laughing or twitching - they can remain motionless longer while tickled.
High Composure helps against sensual tickling.
It negates High Technique, but it is vulnerable to High Persistence.
High Composure is usually outlasted by Cruel Persistent tickling.

Low Composure chars aren't more ticklish, but they can't just bite theirs lips long enough - they are at a disadvantage when they must stay still while tickled.
Low Composure is vulnerable to High Technique and against Sensual tickling.

High Threshold chars aren't less ticklish, but they find tickling less painful, even pleasurable, so they won't crack quickly when tickle-tortured.
High Threshold helps against Cruel tickling.
It negates High Persistence, but it is vulnerable to High Technique.
High Threshold is usually outlasted by Sensual Technical tickling.

Low Threshold chars aren't more ticklish, but they find tickling discomfortable, even painful, and they are at a disadvantage when tickle-tortured.
Low Threshold is vulnerable to High Peristence and against Cruel tickling.


Rationale:
Sensual tickling works differently from Cruel tickling: it is not meant to cause discomfort, but pleasure, so the longer the char lasts, the closer he/she[it?] will be to Orgasm.


These are a smattering of easy "scissors/stone/paper" rules. They should help you managing "ticklish encounters". 🙂

Hope they help.


Reg's.
 
Whoa, that's way too complicated. While I appreciate the lengthy suggestions, Kalamos, there are some things that simply cannot be implemented in a freeform roleplay that does not rely on stats and dice rolls. While there may be a few who actually like in-depth rules, most people would prefer to skip or rush through the formalities so that they can get to the good parts of the roleplay.

It should also be safe to assume that it will be more fun for every character to have high technique and low composure or threshold. That way, someone who is both tickler and ticklee can occasionally switch back and forth between the two. Or... a tickler can have a high composure and high threshold, indicating that he/she does not want to be tickled in the story. Would it be redundant though, since a person's tickler/ticklee preference is usually stated in his/her profile to the left?

As far as the setting goes, I like the idea of a cosmopolitan city or continent. A mix of primitive and advanced (by medieval-fantasy standards) technologies. I have seen the Elder Scrolls games and I think the setting will do just fine.
 
cassandra said:
Whoa, that's way too complicated. While I appreciate the lengthy suggestions, Kalamos, there are some things that simply cannot be implemented in a freeform roleplay that does not rely on stats and dice rolls. While there may be a few who actually like in-depth rules, most people would prefer to skip or rush through the formalities so that they can get to the good parts of the roleplay.

My point was, throw in some stats and really simple math - or it will get just too free to cope with.

Besides, players don't have to choose this: you, as the GM, could assign point according to their char bio.


It should also be safe to assume that it will be more fun for every character to have high technique and low composure or threshold.

It really depends on the kind of tickling: technique doesn't work against composure, since composure helps against "short burst of cruel tickling".

Against prolonged tickling threshold is more important than composure, since it means a char will still be laughing, but can take more before passing out.

Composure and Threshold work together: either you can stay motionless, or you can keep laughing without becoming exhausted.
It would be funless to allow players to create chars who can stay motionless for a long time AND take a lot of tickling. 🙂


That way, someone who is both tickler and ticklee can occasionally switch back and forth between the two. Or... a tickler can have a high composure and high threshold, indicating that he/she does not want to be tickled in the story. Would it be redundant though, since a person's tickler/ticklee preference is usually stated in his/her profile to the left?

A char [not a player] that is both 'ler and 'lee would be listed as having a Switch Disposition, and have no bonus or malus when tickling or getting tickled.

I'm not sure I get your point about high composition high threshold chars; maybe I misphrased the rules, but I feel they are unbalanced in the game, since they can take a lot before they start laughing, and then can take a lot before passing out...

A char unwilling to be tickled would be listed as having High Composition [he/she/it won't laugh easily, to hide the ticklishness] and Low Threshold [since he/she/it actually finds tickling unpleasurable].

Again, these rules are meant to be used by the GM, not by the players themselves: even in free-form masters are supposed to do some maths, else rpgs devolves into a free-for-all. 😀

Hey, my opinion. 😉


Besides, it wouldn't be redundant: if it is a role playing game, people might want to try something different for a change.
Or are we saying that people who play elven or orcish characters are *actually* elves and orcs? 🙂


As far as the setting goes, I like the idea of a cosmopolitan city or continent. A mix of primitive and advanced (by medieval-fantasy standards) technologies. I have seen the Elder Scrolls games and I think the setting will do just fine.

What kind of setting is more suited to the game will be apparent when you'll have enough players to start - you can adjust midway, adding or removing details and all to meet the tastes of your gaming party. 🙂


Good luck.
 
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What did you mean by "too free to cope with"? I thought this will be a freeform RPG and people can do whatever they like as long as they stay within the context of the roleplay.

Remember when I said I got this idea from GameFAQs? Most of the roleplayers there do not use stats or math, instead relying on a universally adapted set of rules in addition to whatever the GM lays out. These rules always include:

- You cannot be an invincible, all powerful god or god-like character.
- The difference between what a player knows and what the character knows. The player may have read an earlier post and found out the location of the enemy, but his/her char does not.
- Roleplay your char realistically. In medieval-fantasy, the chars should not talk like, "Yo, whassup dude?" (but thou shalt not speaketh like this either).
- Try to stay consistent with whatever your chars decide to do. If it is stated that your char hates the evil king, he should not end up allying with the king unless it's a ploy. If he tells his wife he is going on a month long trip to seek his own fortune, he should not return 5 minutes later for no reason and act like he said nothing of the sort.
- During confrontations, always give the other person a chance to defend himself/herself. For example, a char is surrounded by a group of armed guards. If he/she wishes to be captured, he/she will surrender. But if not, he/she can fight the guards and escape. You can make a move on someone else's char, but do not post the outcome.
- Do not take control of another person's char without permission. EVER.
 
I mean it is difficult to gauge ticklish reactions and endurance in a free-form. You can't resolve by common sense alone, and you can't always leave it to the player to sort it out.

That's why *I* would resort to some kind of rules. But I *do* like some rules, even in free-form I like to keep track of spent ammunition, ranges, speed and this kind of tiny details. 😀

Besides, simple rules actually help beginners to know what they could do, or what could happen to their characters.

Free-form is a bit unsettling if one's never played an rpg before: something as simple as coin-flipping is usually much better than nothing at all.

Again, in all honesty I never checked the GameFAQ details: my gaming group had its own rules for free-form, so I never checked other "rulesets".

You should really choose a setting, devise a really simple plot [just to avoid the "now what syndrome"] and let the players begin.

For the first time you might want to create sample chars, and let players customized them a bit, but that is how I'd do it. 😀
I just like to start slow, and maybe change pace later - so my only suggestion is: start the game and gauge the players' reaction. 🙂

How many players have you got?
 
From this thread, I can see that there will be a few roleplayers taking part. Enough to have a story centered around a small group of characters both good and evil. Maybe more people will join in when I make the actual roleplaying topic. And I'll try out the GameFAQs rules first. If they don't work, we can go with your ideas.

Sample chars can be the various chars appearing in the intro story. Minimal information will be given on them so that roleplayers who take control of those chars can customize them however they want. You can still create your own character and insert him/her into the story.

I'm gonna need to come up with a story though. One that is not too boring or cheesy, yet it lets readers know that it is supposed to be a tickling story. Got any ideas for that?
 
Getting a good idea to start a fantasy adventure is hard; everything is clichèd by now.
Getting a decent idea for a tickling-related adventure... well.. that's tough. 🙂

Maybe you should ask yourself: is this going to be a fantasy rpg, or a tickling rpg? What will you stress more?

Answer: check what people posted so far and make you mind up. 🙂
Posting a poll will only delay the start, and your ideas might grow "cold".

Pick your favourite fantasy clichè and let the narration begin.


You could begin with something like this:

"Conflict has been ablaze for over ten years, between the warring factions of House Galthari.

Countless soldiers fell on the field, for the glory of faceless rules, hundreds languish unransomed in enemy dungeons.

Some die, other face a fate worse than death itself: stripped of arms and dignity, they are now no more than playthings in the skilled hands of merciless torturers.

Can you hear their plights? Their pitiful moans? Their frenzied laughters? For no torture is worse, than tickling torture".


I don't know if you had something different in mind, but this might be somewhere to start from. 🙂


Reg's.
 
Wow, that was excellent! 🙂 I'll copy and paste what you just posted but expand it to include the sample characters. Most likely they will be major chars like the royal families, army commanders, torturers, etc.

Kalamos said:
Maybe you should ask yourself: is this going to be a fantasy rpg, or a tickling rpg? What will you stress more?

A tickling RPG. The fantasy part is only the background. But what should the title be?
 
Never mind, I got an idea for the title. It isn't too hard to come up with an RPG title that has "soul" in it, and change it to "sole". 🙂...

How about... Tormented Soles: A Tickling RPG? Oh, and it won't be restricted to foot tickling.
 
So far I have yet to see the tickling (;
But I'm impressed by the idea. Kalamos did well in the setting and all.
Ancient Rome... put in a fantasy setting.
Too bad it seems a bit low on activity perhaps more players should be moved into the same thread?
 
It's already up so I really urge you to go join up. It can use rpers. Kalamos has made a great setting!
 
This is the direct link miss http://www.tickletheater.com/forumdisplay.php?f=52
I'm looking forward to rping with you. My char is Valerios Maximos.
You might have trouble with the setting it's part Ancient History (Roman Empire) plus there is fantasy like 'elves' etc in there too. But the mod aids and edits alot.
Hope to see you there soon 🙂
 
Also Half Human, Half Dragon chars like my chars of Draco and Night Raptor. I agree with Darth Vegeta, any and all rpers should join.
 
I read Darth Vegeta's remark, on the other thread.

While I'd rather not merge the different gaming threads, since they are supposed to be differently themed adventures and locations, I can't deny the game is slow at times.

A couple of players already asked me to have NPCs tickle their characters.
Personally I'd rather avoid NPC tickling, when possible. It beats the whole point of user to user interaction.

Even considering NPC action, those players never mentioned their sexual preferences - neither in their char sheets, nor in their personal profile - so I was really stuck there.


Personally, I don't mind forgoing the tickling aspect, when suitable ticklers or ticklees are missing.
I find NPC tickling less than satisfactory, and I'd rather have real people run the one-shot PCs needed for tickling action.

I can arrange for those roles, but I need some input from regular and would-be players to fill them.
 
Personally I wouldn't mind some tickling for my char in either way. But there is no need for it yet. I find story most important and the tickling can come second.
It has to be important in the story... like tickletorture or an affectionate threeline tickle between lovers for instance.
Seeing it's a ticklingboard I can understand it's importance. But realistic rping must come first.
 
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