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Tormented Soles - The Original Thread.

Darth Vegeta said:
Also perhaps we should try to get some more people into the rpg.

Or more interesting, or something to bring it to life again. It has gotten rather dull.
 
-> All Players.

I've given you tools and rules, gals and guys.
I stated what I consider good for game balance and fun.

We have two choices: either you accept me moderating the game the way I see fit, or I leave you on your own, letting you post on as you are free to do now.

Moderating an RPG takes time and effort. I tried to create a deep, consistent game world; I cannot simply spend my time tracking down older posts to rule inconsistencies out.

If you are on your own, you have to stay out of game continuum. If you want to stay within game continuum, you have to accept my decisions as a narrator, even if they clash with your own ideas of fantasy stereotypes.

Why the stark choice? Because I must have fun too. As a game narrator, if I create a rule, it is law within the game. You can't play otherwise.

If you'd rather stick on your own, I'll be happy to create as many sandboxes as needed. In your own sandboxes you are the masters of your own game destiny.

You step out of Day 00, you are in my game world.


Will this make game less dull? I can't tell.
You voiced your concerns; I voiced mine.
 
...there must have been something going on behind the scenes here that I'm totally oblivous to. As far as I thought, everything was going great. True, there haven't been many posts as of late but that dosen't necesarily mean anything. The way you talk Kalamos, it sounds like there's been some sort of a conflict going on somewhere. I for one would much rather have a GM in the game. And as far as I'm concirned Kalamos does a great job. That would be my two cents.
 
Kalamos said:
-> All Players.

I've given you tools and rules, gals and guys.
I stated what I consider good for game balance and fun.

We have two choices: either you accept me moderating the game the way I see fit, or I leave you on your own, letting you post on as you are free to do now.

Moderating an RPG takes time and effort. I tried to create a deep, consistent game world; I cannot simply spend my time tracking down older posts to rule inconsistencies out.

If you are on your own, you have to stay out of game continuum. If you want to stay within game continuum, you have to accept my decisions as a narrator, even if they clash with your own ideas of fantasy stereotypes.

Why the stark choice? Because I must have fun too. As a game narrator, if I create a rule, it is law within the game. You can't play otherwise.

If you'd rather stick on your own, I'll be happy to create as many sandboxes as needed. In your own sandboxes you are the masters of your own game destiny.

You step out of Day 00, you are in my game world.


Will this make game less dull? I can't tell.
You voiced your concerns; I voiced mine.

AMEN Kalamos!

ticklish_spirit said:
...there must have been something going on behind the scenes here that I'm totally oblivous to. As far as I thought, everything was going great. True, there haven't been many posts as of late but that dosen't necesarily mean anything. The way you talk Kalamos, it sounds like there's been some sort of a conflict going on somewhere. I for one would much rather have a GM in the game. And as far as I'm concirned Kalamos does a great job. That would be my two cents.

There were a few 'heated' exchanges earlier in 'production' of this RPG between players and the GMs. If you want to read about them, then feel free to go and look them up. BTW: T.S. when are you going to post again in your Sandbox?

At any rate, I'l PM you Kalamos when I feel that Lathys is ready to 'leave Day 00'
 
I just said we'd need to find more players and I asked what next... Oo; never claimed the rpg was bad or anything. Or i would've left long ago.
 
I have plans for some number-crunching additions.
I'd like to add some "traditional" gaming elements.

We can't have a nice tickling RPG with NPCs alone.
And until we can find more players of either genders, we are basically stuck with combat situations.

If you ask me, combat in free-form is just not satisfying enough; besides, ppl will eventually come up with really unbeatable characters, and I'll be faced with the choice of either restricting characters or over-ruling posts again.

And that is not soft-handed game-mastering.


Numbers, on the other hand, do not cheat or take sides.
I have a rough idea of how to handle tactical combat, and I'd like to test it out with Darth Vegeta's char, Valerios Maximos.

I'd like you DV to check your latest post for inconsistencies [Roman references and stuff].

When you're done, I'll be posting your action.
 
FL: I was actually hoping to be allowed into the main game continuem some time soon. So I figured I should wait to see if I can or not before I did anything else in my sandbox. I'm just waiting to hear from Kalamos, that's all. *nudge nudge* 😛
 
Personally i prefer to do combat and lengthy events through JP's. (joined posts) Those are most satisfying for such things.
 
ticklish_spirit said:
FL: I was actually hoping to be allowed into the main game continuem some time soon. So I figured I should wait to see if I can or not before I did anything else in my sandbox. I'm just waiting to hear from Kalamos, that's all. *nudge nudge* 😛

😉
 
Dear Players...

I thought a lot about re-opening the gaming threads for all.
I realised I can't, yet.


We can't have a satisfactory *tickling* role-playing game without willing ticklers and ticklees, from the required genders/sexual preferences.

I sure won't.


My original task was to create a fantasy setting for users to play in.
I later took the game-mastering responsibility.
But I need help from the supporting cast and the existing players.


I need input from the existing players so I can meet their expectations.
You *must* state your sexual and tickling preferences, for me to create suitable match-ups.

Supporting players should assist me in playing characters from different genders/sexual preferences.

Given the intimate nature of a tickling role-playing game, I am not comfortable with taking roles utterly different from mine; few would.


For these reasons, we need fresh players before this rpg can turn into a real *tickling* role-playing game.

Until then, I'll be leaving most characters as they are, in their respective sandboxes.

If you think you found a matchup, please contact me over PM.


Reg's.
 
okay... what link should we post. And where are we supposed to find matchups. lol?
 
-> Darth Vegeta

Some players asked me to put their characters in ticklish situations, but I don't know what kind of situations they'd like.

For example, I am not willing to play a submissive character, so I can't offer what some asked.

If they wanted to tickle a female character, they would need to find a cooperative user to play that role.


Fighting characters, on the other hand, have other needs: I don't have to match preferences up, but expectations.

I tried putting users with different expectations together; they split or quit after a while.

If I put charaters with widely different powers and needs in the same thread, players would complain again - fighting characters would dominate, and non-fighting chars would be left behind or pushed around.

It happened before, and we already lost players.

What can I do to prevent that? Put people with similar characters and expectations together. So they'll have what they want without hindering or being hindered by other people.

Either that, or I'll have to enforce some kind of rule system.
Rules make players less free to do as they wish, but they allow them to know exactly *what* they can do, *when*, *how*, and so on.

For example, how many raiders can Maximos Valerios fend off in a given time, before they can overwhem him?

Is he some heroic figure, capable of slaying people by the ton? Or is he just a competent soldier, no stronger than an average man, but capable of ordering troops around?

How would he fare against another character? Is he a better fighter than, say, Duke Diablo's Phoros Visgana?

What if they met in a seedy alley? Who would survive a bar brawl unscathed?
Can we leave it all to good writing?
Whoever writes a better story up, wins?


When we started playing we did not need rules for this stuff.
Now we might.

Game has taken a different turn than first expected; it has evolved beyond the original tickling scope.
 
Never had need in the rpgs i have been in. But I get your point. Alot of people here have also claimed having little experience so far. So perhaps rules are needed.
Well it's your rpg. And your call. To be honest seeing the vastness of the forum i'd expected to see more members in the rpg so far. But for some reason there is no response.
 
I lost some heart myself; I am not having the fun I used to have.

I don't want to prune characters or threads, but the game isn't really working the way I envisioned it would.

Actually, it is not going on at all, right now.


How can I put players in ticklish situations, if we don't have enough players to cover all threads?

Are they going to tickle each others?


Besides, surviving characters are, for the major part, warrior types.
The few users playing non-fighting roles felt left behind, complained and quit.

Sure, we could keep the game running without tickling, but it would be pointless, against its spirit - and it would require some changes anyway.

Combat gets boring without rules; few players are willing to lose a fight, unless dice rolls force them to.
Without game mechanics, combat becomes dull and predictable.


Should I implement combat rules? What for? Some players complained because they had too little tickling in their adventures - so who would benefit from combat mechanics?

Guys, if you want ticklish situations, please find some more players and supporting cast.

On the other hand, if you'd rather have combat, please realise we need rules, and you can't always win, not even with epic-level characters.


Point is, the more rules I create, the more the game gets bogged down with details.
On the other hand, without rules, abusive players will eventually dominate game.

I need you to tell me what you want, ladies and gentlemen - and *how* you are going to get it.
I can spare just so much time overseeing the game.

Posting things like "duh, the game is boring" isn't likely to make it more exciting.
I already said what I feel is good for the rpg, and what is not.

You can either follow my advice, or stay bored.
I can't babysit adults who can't make their minds up.


Reg's.
 
Nope, why are you asking?

I have a question for you, though: how would you like it if I implemented a skirmish rule system?

I've been considering the idea for months; I wasn't partial on trying it, before, because I waited for more players to join.

Since the game is stagnating, though, we might start testing right away.
 
Kalamos said:
I lost some heart myself; I am not having the fun I used to have.

I don't want to prune characters or threads, but the game isn't really working the way I envisioned it would.

Actually, it is not going on at all, right now.


How can I put players in ticklish situations, if we don't have enough players to cover all threads?

Are they going to tickle each others?


Besides, surviving characters are, for the major part, warrior types.
The few users playing non-fighting roles felt left behind, complained and quit.

Sure, we could keep the game running without tickling, but it would be pointless, against its spirit - and it would require some changes anyway.

Combat gets boring without rules; few players are willing to lose a fight, unless dice rolls force them to.Without game mechanics, combat becomes dull and predictable.


Should I implement combat rules? What for? Some players complained because they had too little tickling in their adventures - so who would benefit from combat mechanics?

Guys, if you want ticklish situations, please find some more players and supporting cast.

On the other hand, if you'd rather have combat, please realise we need rules, and you can't always win, not even with epic-level characters.


Point is, the more rules I create, the more the game gets bogged down with details.
On the other hand, without rules, abusive players will eventually dominate game.

I need you to tell me what you want, ladies and gentlemen - and *how* you are going to get it.
I can spare just so much time overseeing the game.

Posting things like "duh, the game is boring" isn't likely to make it more exciting.
I already said what I feel is good for the rpg, and what is not.

You can either follow my advice, or stay bored.
I can't babysit adults who can't make their minds up.


Reg's.

Since when are dice used in this RPG? You're not going D&D here, are ya?! 😉 I think that this game could use some more ticklees who like getting tickled. I guess I can have my character 'submit' to the 'tickling' aspect every once in a while. Just let me know.
 
F.L. Atlanta said:
Since when are dice used in this RPG? You're not going D&D here, are ya?! 😉

How am I supposed to resolve combat, then?
By writing skill alone?

There are many game systems out there, I could draw from, for a simplified rule system.

A viable choice might be GURPS, since it features a flexible char creation system, but "going DnD", as you said, wouldn't be that bad, right now.
At its core it revolves around the 50% rule, and it can be as simple or complex as we need.


Besides, this would affect only players with fighting characters; players focusing on the social or acting part of the game wouldn't be affected that much.



I think that this game could use some more ticklees who like getting tickled. I guess I can have my character 'submit' to the 'tickling' aspect every once in a while. Just let me know.

Tickled? By whom, exactly? We are low on "supporting cast"...

If you want a regular tickling partner you might want to check the active players for one.

I am not going against my tickling preferences, sorry.
 
I see what you're saying and I think I do agree. There just aren't enough players right now. Maybe it's best to just let things be for a while like you said. Maybe in the next few months we'll see more players or even people willing to help you run the game. Ah, hehe, this is ticklish_spirit by the way. (^_^)//
 
"but "going DnD", as you said, wouldn't be that bad, right now."

LOL! Happy to amuse others and to help out whenever I can.
 
I've been fiddling with the 50% rule idea.

I just need the right mood for longwinded sentences.

Basically, it revolves around a 50-50 system: you have a 50% chance of making it.

50% of hitting your target, 50% of disabling him/her/it, and so on.

Warhammer and DnD boil down to this, so, I think I could implement something similar, but streamlined for dice-less gaming.

We'd keep the present dice-less system, but we'd add a "token" rule, to swing chances in your favour in certain situations.

Fighting characters *could* be better defined by combat stats.
They could be as simple as "Life Points", or as complex as a full breakdown of characteristics and skills.

Keep in mind, the largest number of skills we implement, the least you need a gamemaster to actually decide on the outcome of a given fight.


System would work like this:
Base chance of success for given action:
50%

Modified by:
Situational Advantages/Disadvantages:
-50% to +50%

Personal Perks:
-50% to +50%


Take your typical Warhammer/Mordheim fight.
I am not stealing their system, just showing an example.

Rank and file warriors have Weapon Skill 3 and Strength 3.
This give them a 50% chance to hit, and a 50% chance to kill.
Combined, this gives them a 25% chance to take out a similar foe.

Against a better, tougher foe, they'd have to roll 4 on a d6. 4 on 6 means 2/3. Roughly 66%.

This means a better foe is more than 15% harder to hit than a common soldier.
From 50 to 35%.

If it is both better AND tougher, combined chances are even lower: one in nine, less than 11%.

This means:
Raw recruits strike with 35% accuracy. They have a 1 in 10 chance to overcome a drilled soldier in single combat.
Drilled soldiers are better, with 50% accuracy. They can fell a similar foe once in 4 fights.
Seasoned veterans can fare even better: 65% accuracy, and 1 in 3 chance to score a kill against normal warriors.
Finally, champions are usually the best fighters, with *at least* 65% accuracy, and more than 50% chances to defeat common soldiers without reprisal.

Just general figures, but a starting point for warrior characters.


Let's face it: this was meant to be a tickling game.
But we can't have a satisfactory tickling game without a good spread of players, AND suitable characters.

Yadda yadda, we already know this: against early expectations, a lot of users chose warrior roles.

Point is: I can't make combat work without rules.
I need rules to oversee combat.
I am making them up.
You are going to test them soon.
 
Aren't those fasct consumption miniature rules good? Star Wars Minis, Marvel Heroclix, D and D. Is superbasic and fast to use.
 
They are copyrighted.
And they require dice anyway.

This system would be diceless - and free to use since nobody can put a copyright over basic maths.
 
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