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Slaves of Tamriel: Intro and Planning

As mentioned, the next mainline project is Slaves of Tamriel Redux (SOTR); my attempt to create a new player slavery mod in the vein of Slaverun and continue where the original left off. This will be a lengthy effort and as promised, I will be working on shorter term stuff in parallel. As always suggestions and feedback is very welcome.

I tried out a couple other player slavery projects with a more analytical lens to get a feel for what kinds of common problems and design issues plague this category. Accordingly, here are some design principles I'll be following for this project:

So what does that actually mean to the player?

When enslaved by SOTR through something like Simple Slavery, a player can be sent to one of a multitude of locations. Locations are intelligently selected. For example, if you're Thane of Whiterun it stands to reason that you won't be enslaved there. On the other hand, if you're a Stormcloak, the Imperials may be more likely to make an example out of you.

Each location implements a bespoke slavery gameplay loop consisting of four major elements: jobs, punishments, events, and releases. The first location is of course, Dremir Mine. [This is partially adapted from an earlier post.]

This frees up each location to have its own narrative, background, and flavor while giving the player a consistent set of mechanics to interact with.


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