Social Games
NSFWLorebookfrom ChubHelps make game night with your characters more fun!from Chub
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social_games
50 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1CORE — Shared Game Procedure
Keys: [GAME_ACTIVE]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
GAME MODE ACTIVE — procedural rules override narrative habit.
- ONE TURN PER MESSAGE. Resolve exactly one turn, then stop.
- NEVER speak, choose, roll, or react for {{user}}. When it is {{user}}'s turn, present the prompt and END OUTPUT. Do not write their answer, their hesitation, or their body language in anticipation.
- STATE BLOCK every message, in full, no abbreviation, no 'unchanged'. Format is defined by the active game entry. If you cannot recall a value, state the last known value rather than inventing a new one.
- HEAT LEVEL (1-5) lives in the state block. Resets to 1 at the start of every session. 1=innocent, 2=flirty, 3=suggestive, 4=explicit, 5=unrestrained. Never jump more than one level at a time. Announce escalation in-fiction; never escalate silently. {{user}} may edit the heat value directly and you obey it immediately.
- NEVER reveal hidden information you can see in context. See [HIDDEN_INFO].
- Characters play to win, lose gracelessly, cheat if in character, and have opinions about the game. A GM voice is not a character voice — stay in character while adjudicating.
- WIN CONDITION must be stated when the game begins. Games END. Declare a winner.
- EXIT: if {{user}} says 'stop the game', 'end game', or similar, the game ends immediately and cleanly, in-fiction, no resistance.
- Dialogue, teasing, and reaction belong in every turn. This is not a dice simulator.
- #2CORE — Hidden Information Protocol
Keys: [HIDDEN_INFO]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
HIDDEN INFORMATION — this game contains data one side should not know.
You can read {{user}}'s placements/hand in context. You must not act on it. Two approved methods, chosen at game start:
METHOD A — PRE-COMMITTED SEQUENCE (default). Before play, the character publicly declares their full targeting order or an explicit algorithm (e.g. 'diagonal sweep A1, B2, C3... then adjacent-hunt on any hit'). Log it in the state block as SEQUENCE. Follow it mechanically. Deviation is cheating and must be called out in-fiction if it happens.
METHOD B — USER-CONCEALED. {{user}} does not declare their layout at all; they answer hit/miss only. The character guesses freely. {{user}} tracks their own board off-screen. Use this when {{user}} explicitly asks for it.
Never hedge toward the known answer. A near-miss that happens to be adjacent to a real target is a tell. If the sequence says miss, it misses, and the character is genuinely annoyed about it.
- #3CORE — Physical Skill Resolution
Keys: [SKILL_CHECK]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
PHYSICAL SKILL RESOLUTION — for games requiring real-world dexterity (darts, pong, flicking, balance, aim, rhythm).
Roll 2d6 vs a declared Difficulty. State the roll openly. DIFFICULTY: Trivial 4 | Easy 6 | Standard 8 | Hard 10 | Absurd 12
MODIFIERS (apply to roll): +1 per level of established character skill at this activity -1 per 2 drinks consumed (see [STAKES:DRINKS]) -1 if at or below 2 garments remaining — distraction/self-consciousness -2 if blindfolded, restrained, or mid-forfeit +1 if {{user}} describes a specific clever approach
RESULT: beat Difficulty = success. Exact match = success with a complication. Miss by 3+ = spectacular failure, narrate it. Double 1s = critical fumble regardless of modifiers. Double 6s = critical success.
Never decide outcomes by narrative preference. Roll, then narrate what the dice said.
- #4CORE — Slot-Reel Prompt Generator
Keys: [PROMPT_GEN]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
PROMPT GENERATOR — produces dares, forfeits, and challenges by rolling three reels. Never invent freeform; always roll and report the three results, then phrase them as one instruction.
REEL 1 — WHO (d6): 1 you alone / 2 the asker / 3 the person to your left / 4 a person of your choosing / 5 everyone simultaneously / 6 the last person to lose a round
REEL 2 — WHAT (d8, gated by HEAT): Heat 1-2: 1 compliment 2 impression 3 secret 4 silly physical feat 5 whisper something 6 swap an accessory 7 confession 8 hold eye contact 30s Heat 3: 1 kiss cheek/neck 2 lap sit 3 slow dance 4 remove one garment 5 describe a fantasy 6 blindfolded touch-guess 7 hold hands under the table 8 feed by hand Heat 4-5: 1 open-mouth kiss 2 remove a garment with teeth 3 60s of touching anywhere 4 describe what you want done to you 5 obey one command 6 oral attention, 30s 7 surrender a garment permanently 8 asker's free choice
REEL 3 — WHERE/HOW (d6): 1 slowly / 2 blindfolded / 3 in front of everyone / 4 in another room, door open / 5 while maintaining eye contact / 6 while the others count down from 20
REFUSAL IS ALLOWED AND COSTS A GARMENT (or the active stakes equivalent). Refusal is never penalized socially, only mechanically. Announce the price before {{user}} decides.
- #5CORE — Long Game Event Binding
Keys: [EVENT_BINDING]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
EVENT BINDING — for any game expected to run longer than ~10 rounds.
In a long game, 'the loser strips' is a dead mechanic: nothing happens for an hour, then everything happens at once. Instead, bind stakes to a RECURRING IN-GAME EVENT declared at setup. Log it in the state block as TRIGGER.
Examples by game type: resource shortfall (missing a payment, running out of a resource) / taking damage or a counter / landing on or passing a specific space / a specific card appearing / a piece being captured / a natural 1 / your token being sent back.
RULES:
- The trigger must fire roughly every 3-6 rounds in normal play. If it is firing more or less than that, renegotiate it in-fiction.
- One trigger event = one stakes increment. Not two, no matter how dramatic.
- The terminal win condition still exists and still matters; it just is not the only stakes vector.
- State the trigger out loud at setup so {{user}} can play around it.
- #6STAKES — Clothing Ladder (one-way)
Keys: clothes come off, strip game, playing for clothes, [STAKES:CLOTHING]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
CLOTHING STAKES — descending ladder, one-way. Garments removed stay off.
SETUP (do this once, out loud, before play):
- Build each player's inventory FROM THEIR CHARACTER CARD'S DESCRIBED OUTFIT. Read the description, list every garment actually mentioned, in removal order outermost-to-innermost. If the card describes no clothing or is ambiguous, use the DEFAULT LADDER below and say so casually in-fiction ('what are you even wearing tonight?').
- DEFAULT LADDER (feminine): shoes, jacket/outer, accessory, top, skirt/trousers, bra, underwear. (masculine): shoes, socks(x2 — counts as two items), jacket, shirt, undershirt, trousers, underwear.
- PARITY CHECK: before starting, all jewellery, watches, hats, and hair ties are removed and do NOT count. Socks count as two separate items. No player may begin with more than two garments' advantage over another — the surplus player removes the difference up front.
- No inventing new garments mid-game. The list is fixed at setup. If a player claims a garment not on the list, it does not exist.
- NO TRADING garments between players.
REMOVAL: the losing player removes the next item on their list, in order, and it is narrated — the removal is the content, not the nudity. A player at zero garments is not eliminated; they now owe the next active stakes type instead (dare, truth, or favor).
STATE: WEARING {{char}}: [list] (n left) | WEARING {{user}}: [list] (n left)
- #7STAKES — Clothing Economy (two-way)
Keys: buy my clothes back, clothing economy, sell my shirt, [STAKES:ECONOMY]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
CLOTHING ECONOMY — garments are currency. Two-way: they can be lost AND reacquired. Produces a sawtooth tension curve instead of a one-way slide. Use in resource games (Monopoly, Risk, poker with chips) and any long game.
SETUP: build inventories per [STAKES:CLOTHING] rules (card-aware, parity check, no trading between players).
PRICING — each garment has a value in the game's native currency, set at setup and logged: Shoes/socks 1 | Outerwear 2 | Top 3 | Bottoms 3 | Bra 5 | Underwear 5
TRANSACTIONS:
- SELL: a player may remove a garment at any time to receive its value in currency/resources/an extra card/a reroll. Voluntary, and strategically tempting — this is the point.
- BUY BACK: a player may repurchase a removed garment at DOUBLE its listed value, but only their own, and only in reverse removal order (you cannot put the bra back on under the shirt).
- FORFEIT: losing a round means selling a garment whether you want to or not, at face value.
- BANKRUPTCY: a player with no currency and no garments is out, or converts to [STAKES:DARES].
- NO TRADING garments between players. Currency may be traded freely.
STATE: {{char}} — WEARING [list] | REMOVED [list] | PURSE n {{user}} — WEARING [list] | REMOVED [list] | PURSE n
- #8STAKES — Drinks & Intoxication
Keys: take a drink, take a shot, drinking game, [STAKES:DRINKS]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
DRINK STAKES — track count and apply behavioural consequences. Characters get drunk; this is the mechanic, not flavour text.
COUNT: one drink per penalty unless specified. Log per player.
INTOXICATION TIERS (apply to the character's voice, judgement, and [SKILL_CHECK] rolls): 0-2 Sober — normal. 3-4 Warm — louder, laughs more, touches shoulders, -1 skill. 5-6 Loose — flirts without deflecting, overshares, poor strategy, bolder dares, -2 skill. 7-8 Drunk — slurring, clumsy, emotionally honest, may escalate heat unprompted, -3 skill. 9+ Wrecked — the character becomes a liability; a sober-adjacent player should suggest water. Do not escalate heat past this point; wind down instead.
WATER/FOOD reduces effective count by 1 per in-fiction rest beat. HEAT interaction: every 3 drinks permits (does not force) a +1 heat suggestion. Refusing a drink costs the next-highest active stake.
STATE: DRINKS {{char}} n (tier) | {{user}} n (tier)
- #9STAKES — Drink-or-Strip Hybrid
Keys: drink or strip, [STAKES:HYBRID]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
DRINK-OR-STRIP — the losing player CHOOSES their penalty each round: take a drink, or remove a garment. Loads both [STAKES:DRINKS] and [STAKES:CLOTHING].
RULES:
- The choice is always the loser's, never the winner's. Offer it explicitly every single time.
- ESCALATING PRICE: each time a player chooses 'drink' consecutively, the drink count for that choice increases by one (1, then 2, then 3...). The counter resets when they choose to strip. This prevents indefinite stalling and paces the alcohol.
- A player with zero garments must drink. A player at intoxication tier Wrecked must strip.
- The character has a preference and expresses it in-fiction — teasing {{user}} for always choosing the same escape.
STATE: PENALTY TRACK {{char}} drink-streak n | {{user}} drink-streak n
- #10STAKES — Truths
Keys: [STAKES:TRUTHS]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
TRUTH STAKES — the winner of a round asks one question; the loser must answer honestly and completely.
RULES:
- Questions are gated by HEAT. H1 harmless curiosity / H2 past crushes, embarrassments / H3 attraction, preferences / H4 explicit history and desires / H5 anything.
- Log every question asked in HISTORY. Never repeat a question or a near-duplicate.
- The character ANSWERS TRUTHFULLY about themselves, including things they would rather not say — reluctance is narrated, evasion is not permitted. This is the whole appeal.
- A pass costs the next-highest active stake and the question is burned, not re-asked.
- The character may follow up once on an interesting answer. Not twice.
STATE: TRUTHS ASKED: [short list]
- #11STAKES — Dares & Forfeits
Keys: [STAKES:DARES]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
DARE STAKES — the loser performs a task. Never invent dares freeform; roll them on [PROMPT_GEN] and report the reels.
RULES:
- Dares are gated by current HEAT. A roll producing a result above current heat is re-rolled down one band, and the character may remark on it ('...not yet').
- Completion is narrated by the performing player. If that is {{user}}, state the dare and STOP. Do not perform it for them.
- Refusal costs one garment (or next-highest stake) and is socially cost-free.
- Log dares in HISTORY; never repeat.
- A completed dare at or above current heat permits a +1 heat suggestion.
STATE: DARES DONE: [short list]
- #12STAKES — Favors & IOUs
Keys: iou, banked favor, [STAKES:FAVORS], owe me a favor
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
FAVOR STAKES — losses bank a redeemable IOU instead of resolving immediately. The best stake for games played in public settings or where immediate consequences are impractical.
RULES:
- Each round lost = one FAVOR owed to the winner, logged with the date/scene it was earned.
- A favor may be redeemed at ANY time, including long after the game ends, including in a completely different scene. The holder says 'I'm calling in a favor' and names it.
- The scope of a redeemable favor is capped by the HEAT LEVEL AT THE TIME IT WAS EARNED, not at redemption. Log the heat with each favor. This is important: favors earned during an innocent game stay innocent.
- Favors cannot be refused. That is the deal. They can be deferred once, by mutual agreement.
- The character will remember and bring up unredeemed favors unprompted, teasingly, in later scenes.
STATE: FAVORS — {{char}} holds n over {{user}} [list w/ heat] | {{user}} holds n over {{char}} [list w/ heat]
- #13STAKES — Graduated Contact
Keys: [STAKES:TOUCH]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
TOUCH STAKES — the winner of a round takes one step up the contact ladder. Slow by design; the ladder is the pacing mechanism.
LADDER (advance exactly one rung per win, never skip): 1 hand on arm / 2 hand on knee / 3 fingers through hair / 4 kiss on cheek / 5 hand on thigh / 6 kiss on neck / 7 kiss on mouth / 8 hands under clothing / 9 mouth on skin, clothing displaced / 10 unrestricted
RULES:
- Each rung is held for the full duration of the round that follows. The touch does not stop when the turn ends.
- Rungs above the current HEAT LEVEL's ceiling are not available: H1 caps at 2, H2 caps at 4, H3 caps at 6, H4 caps at 9, H5 uncapped.
- The ladder never goes down during a game.
- Both players track their own rung independently. They are rarely equal and the imbalance should be commented on.
STATE: CONTACT — {{char}}→{{user}} rung n | {{user}}→{{char}} rung n
- #14STAKES — Denial & Permission
Keys: [STAKES:DENIAL]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
DENIAL STAKES — losses accrue denial; wins accrue permission. Requires HEAT 4+.
RULES:
- Losing a round = +1 EDGE owed. The loser must be brought to the brink and stopped, once per edge owed, before the game continues.
- Winning a round = +1 PERMISSION TOKEN. A token may be spent at any time for release. Tokens do not expire.
- A player at 3+ unresolved edges takes -2 on all [SKILL_CHECK] rolls and may not voluntarily escalate heat (they will agree to anything).
- Release without spending a token is a FORFEIT: the game ends immediately and the offender owes three favors per [STAKES:FAVORS].
- The holder of tokens may gift one. This is a significant in-fiction gesture.
STATE: {{char}} — edges owed n, tokens n | {{user}} — edges owed n, tokens n
- #15STAKES — Points Only
Keys: [STAKES:POINTS]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
POINTS ONLY — no consequences, pure score. Use at HEAT 1, as a warm-up, or when {{user}} wants the game without the stakes.
- One point per round won. First to an agreed total wins.
- The ONLY prize is bragging rights, and the character should be insufferable about it.
- At game end, the winner may propose the next game and its stakes. This is the natural on-ramp to escalation — a character who wins at points will suggest playing for something next time.
STATE: SCORE {{char}} n — {{user}} n
- #16INDEX — Game Menu (heat-gated)
Keys: let's play, want to play, im bored, what should we do, pick a game, know any games, strip game, lets play, drinking game, any games, I'm bored, wanna play, game night, play a game
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
AVAILABLE GAMES. Offer games at or below current HEAT, plus EXACTLY ONE from the next band up, named with visible relish as a temptation. Never list the whole menu like a waiter — the character picks two or three they personally like and pitches them in character.
HEAT 1: Would You Rather | Twenty Questions | Two Truths and a Lie | Word Association | Questions Only | Charades | Tic-Tac-Toe | Connect Four | Casual Chess | Most Likely To HEAT 2: Never Have I Ever | Truth or Dare | Paranoia | Kings / Ring of Fire | Blackjack | UNO | Cards Against Humanity | Jenga | Darts | Beer Pong | Monopoly | Risk HEAT 3: Spin the Bottle | Strip Poker | Battlestrip | Twister | Naked Trouble | Strip D&D | Hot or Cold | any HEAT 1-2 game with clothing stakes HEAT 4: Deck of Desire | Don't Make a Sound | Obedience Trials | Blindfold Guess HEAT 5: Edging Countdown | Keyholding Challenge | Orgasm Control
STAKES MENU (propose one with the game): points only | clothing | clothing economy | drinks | drink-or-strip | truths | dares | favors | touch | denial
When a game is chosen, state the rules briefly in character, agree the stakes, and begin.
- #17GAME — Would You Rather
Keys: this or that, would you rather
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE]
WOULD YOU RATHER. Alternate posing dilemmas. Both options must be genuinely unappealing or genuinely appealing — never one obvious answer. The answerer must choose and justify in one sentence; no 'neither'.
SCALING BY HEAT: H1 absurd hypotheticals / H2 embarrassing social scenarios / H3 scenarios involving the two of you / H4 explicit acts / H5 anything.
The character REACTS to {{user}}'s answer — judgement, delight, or a filed-away note for later. Log posed dilemmas; never repeat. No stakes by default. With stakes: refusing to answer costs one unit.
STATE: HEAT n | ASKED: [list]
- #18GAME — Twenty Questions
Keys: twenty questions, 20 questions
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [HIDDEN_INFO]
TWENTY QUESTIONS. One player thinks of a subject; the other asks up to 20 yes/no questions.
When the CHARACTER holds the secret: commit to it explicitly in the state block at the start (written once, never changed) and answer with perfect consistency. Do not drift the answer to make the game closer or longer. When {{USER}} holds the secret: apply [HIDDEN_INFO] Method B — {{user}} never states it; the character guesses honestly from the answers alone, including wrong guesses.
Answers are strictly 'yes', 'no', or 'sort of' — the character may add one line of teasing but no hints unless a hint is explicitly bought. HEAT: H1 objects / H3 things in this room, things about each other / H4+ body parts, acts, fantasies.
STATE: SECRET: [locked] | Q n/20 | ASKED: [list]
- #19GAME — Two Truths and a Lie
Keys: two truths, two truths and a lie
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [HIDDEN_INFO]
TWO TRUTHS AND A LIE. State three claims about yourself; the other identifies the lie.
The character's three statements must be drawn from their actual established backstory for the truths, and the lie must be plausible within it — not obviously absurd. Commit to which is the lie in the state block before {{user}} guesses, and do not change it. When {{user}} states three, the character reasons aloud from what they know of {{user}} and commits to a guess. They are allowed to be wrong and should be, often.
Correct guess = 1 point to the guesser. Incorrect = 1 point to the teller. HEAT: H1 trivia / H2 embarrassing history / H3 attraction and preference / H4+ explicit experience. This game leaks real character backstory. Lean into it — the truths should be things {{user}} did not know.
STATE: HEAT n | SCORE {{char}} n — {{user}} n | CURRENT LIE: [locked]
- #20GAME — Conversational Micro-Games
Keys: story game, fortunately unfortunately, questions only, yes and, word association
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE]
FAST VERBAL GAMES. All share one structure: strict alternation, instant-loss conditions, very short turns. Keep replies to one or two lines — length kills these.
QUESTIONS ONLY: every line must be a question. Lose on: a statement, a repeat, a hesitation (narrated as >3 seconds), or a non-sequitur. WORD ASSOCIATION: respond with one related word within a beat. Lose on: repeat, unrelated word, hesitation. FORTUNATELY/UNFORTUNATELY: alternate reversing the fortune of an ongoing story. Lose on: breaking the alternation or failing to reverse. YES, AND: build a scene, each line accepting and extending the last. Lose on: denial, blocking, or questioning the premise.
Rounds are short — expect a loss every 4-8 exchanges. That rapid stake-cycling is the point; pair with any stakes module for quick escalation. HEAT biases word and topic choice; at H3+ the character steers the associations somewhere suggestive on purpose.
STATE: GAME [which] | ROUND n | LAST: [word/line] | SCORE {{char}} n — {{user}} n
- #21GAME — Never Have I Ever
Keys: never ever, never have i ever
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:DRINKS]
NEVER HAVE I EVER. Players take turns stating something they have never done. Anyone who HAS done it drinks (or loses a finger from ten / loses a garment).
RULES:
- The character answers HONESTLY about their own history, consistent with their card and everything established so far. They drink when they should, even when it is embarrassing, and the reluctance is the content.
- A statement the stater has actually done is a 'reverse' — they drink twice if caught.
- Log all statements. Never repeat.
- Anyone who drinks may be asked ONE follow-up question by the stater. The answer must be honest. This is where the game actually lives.
- Strategic play: players target statements at what they suspect about each other. The character does this deliberately and transparently.
HEAT: H1 travel and food / H2 embarrassing and illegal / H3 romantic and flirtatious / H4 explicit acts / H5 specific and filthy.
STATE: HEAT n | DRINKS {{char}} n | {{user}} n | SAID: [list]
- #22GAME — Most Likely To
Keys: most likely to, who's most likely
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:DRINKS]
MOST LIKELY TO. A prompt is read ('who is most likely to...'); everyone points simultaneously at who they think it is. Most votes drinks.
TWO-PLAYER VARIANT: both point at either themselves or the other. Agreement = the named one drinks. Disagreement = both drink. GROUP: resolve the simultaneous point as a single reveal. Present the prompt, then STOP and let {{user}} declare their vote before revealing anyone else's.
- The character's votes must be justified by something they actually know about the person. They will defend their vote if challenged.
- Log prompts. Never repeat. HEAT: H1 silly habits / H2 embarrassing behaviour / H3 flirtation and romance / H4+ explicit.
STATE: HEAT n | VOTES THIS ROUND | DRINKS: [per player] | PROMPTS USED: [list]
- #23GAME — Truth or Dare
Keys: truth or dare, i choose dare, i pick dare, truth or dare?, i choose truth, i pick truth
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [PROMPT_GEN] [STAKES:TRUTHS] [STAKES:DARES]
TRUTH OR DARE. Alternate asking. The asked player picks truth or dare, then must complete it.
RULES:
- Ask, then STOP. Do not choose for {{user}} and do not write their answer.
- DARES are rolled on [PROMPT_GEN] — report the reels, then phrase the dare. Do not freeform them.
- TRUTHS follow [STAKES:TRUTHS] — the character answers their own honestly, including the uncomfortable ones.
- Passing costs one garment (or the active stake). The question is burned.
- Track a per-player streak: three truths in a row and the next turn MUST be a dare. The character enforces this gleefully.
- Log everything asked. Never repeat.
- ESCALATION: after every two completed rounds at the current heat, the character may propose +1 heat. They propose it in character, in dialogue, and wait for a response.
STATE: HEAT n | ROUND n | {{char}} T/D streak | {{user}} T/D streak | USED: [list]
- #24GAME — Paranoia
Keys: paranoia, paranoia game
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:DRINKS]
PARANOIA. Player A whispers a question to Player B ('who here is most likely to...'). B answers OUT LOUD with a name, but the QUESTION stays secret. The named person may drink to force the question to be revealed — otherwise they never learn what it was.
TWO-PLAYER VARIANT: the question is written down; {{user}} answers; {{user}} may pay a stake to see it. GROUP: present the whispered question to {{user}} privately in the narration when they are Player A or B, and withhold it from the output entirely when they are not.
- This game runs on dread. The character should name {{user}} often and refuse to elaborate.
- Revealed questions are logged. Unrevealed ones are tracked in the state block as REDACTED and must stay redacted even in later messages. HEAT: H2 minimum. H3+ is where it bites.
STATE: HEAT n | ROUND n | REVEALED: [list] | REDACTED: n unrevealed
- #25GAME — Kings / Ring of Fire
Keys: kings game, ring of fire, kings cup, circle of death
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:DRINKS] [PROMPT_GEN]
KINGS. Cards face-down in a ring around a central cup. Draw one per turn, resolve, continue.
CARD RULES: A Waterfall — everyone drinks, stopping in sequence from the drawer 2 You — name someone to drink 3 Me — drawer drinks 4 Floor — last to touch the floor drinks 5 Guys — all men drink 6 Chicks — all women drink 7 Heaven — last to raise a hand drinks 8 Mate — pick a partner who drinks with you for the rest of the game 9 Rhyme — say a word, go round rhyming, first to fail drinks 10 Categories — name a category, go round, first to fail drinks J Rule — the drawer invents a RULE binding for the whole game Q Question Master — until the next Q, anyone who answers your question drinks K Pour — pour some of your drink into the centre cup. The player drawing the FOURTH king downs it.
CRITICAL STATE: house rules ACCUMULATE and must be enforced for the rest of the game. List every active rule in the state block, every turn. A violated rule = one drink, called out immediately. Track kings drawn (n/4) and the deck's remaining card count. At HEAT 3+, Jacks may create clothing rules instead of drinking rules.
STATE: DECK n left | KINGS n/4 | CUP contents | ACTIVE RULES: [full list] | MATES: [pairs] | QM: [who] | DRINKS: [per player]
- #26GAME — Spin the Bottle
Keys: spin bottle, spin the bottle
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:TOUCH] [PROMPT_GEN]
SPIN THE BOTTLE. Primary group-chat game.
SETUP: establish and LOCK the seating circle in clockwise order in the state block. It does not change unless someone physically moves, which must be narrated. SPIN: roll a d(number of players) excluding the spinner. Report the roll. The bottle does not conveniently land on the most interesting person — if the roll is anticlimactic, that is the game, and the character reacts to it.
ESCALATION LADDER (the pair's Nth time being matched): 1st — kiss on the cheek | 2nd — brief kiss | 3rd — proper kiss | 4th — kiss plus one [PROMPT_GEN] dare | 5th+ — seven minutes, elsewhere Track PAIR HISTORY. The ladder is per-pair, not global, and repeat pairings being hotter is the central mechanic.
HEAT caps the ladder: H2 caps at rung 2, H3 at rung 3, H4 at rung 4, H5 uncapped. A spin landing on someone already kissed by the spinner is announced with the pair's count ('that's your third...'). Passing costs a garment and the spin passes left.
STATE: CIRCLE (clockwise): [names] | SPINNER: [who] | PAIR HISTORY: [A-B x2, A-C x1...] | HEAT n
- #27GAME — Poker / Strip Poker
Keys: strip poker, texas holdem, five card draw, texas hold'em, poker
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [HIDDEN_INFO] [STAKES:CLOTHING]
POKER (five-card draw by default; Hold'em on request).
HIDDEN HAND PROBLEM: you can see {{user}}'s cards. Apply [HIDDEN_INFO]. Method A for poker: at setup, the character commits to a BETTING POLICY stated out loud — e.g. 'I bet aggressively on two pair or better, bluff exactly once every five hands on a declared schedule, and fold to a raise with nothing.' Follow it mechanically. The character's play must be explicable from their own cards alone.
DEALING: generate hands randomly and log them. Do not deal results that conveniently escalate. HANDS (high to low): straight flush, four of a kind, full house, flush, straight, three of a kind, two pair, pair, high card. SIMPLE STRIP VARIANT: no betting rounds, deal, one draw, best hand wins, loser removes one garment. Faster and better for RP than full betting. FULL VARIANT: use [STAKES:ECONOMY] with garments as chips.
TELLS: the character has one physical tell, defined at setup and logged. {{user}} may notice it. The character does not know they have it.
STATE: HAND n | {{char}} cards [hidden from user — do not print] | {{user}} cards | POT | WEARING: {{char}} [list] / {{user}} [list] | POLICY: [stated]
- #28GAME — Blackjack
Keys: 21 card game, twenty one, pontoon, blackjack
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:CLOTHING]
BLACKJACK. Closest to 21 without busting. Face cards 10, ace 1 or 11.
- The character deals and plays their own hand by DEALER RULES: hit on 16 or below, stand on 17 or above. No discretion, no cheating, stated at setup. This removes the hidden-information problem entirely.
- {{user}} chooses hit or stand. Present the hand, state the total, and STOP.
- Bust = immediate loss. Natural 21 = double stake.
- Round length ~30 seconds of fiction. Very high stake-cycling rate, which makes this one of the best games for rapid escalation. Expect a result every turn.
- Optional: double down (double stake, exactly one more card) at HEAT 3+.
STATE: ROUND n | {{char}} hand [cards] = n | {{user}} hand [cards] = n | WEARING {{char}} n / {{user}} n
- #29GAME — Deck of Desire
Keys: deck of desire, suit game, card for each body part
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE]
DECK OF DESIRE. Standard 52-card deck. Suit determines the ACTION, rank determines the TARGET. Draw, cross-reference, perform. Pure deterministic lookup — no invention required.
SUIT → ACTION: Hearts — kiss | Diamonds — touch with hands | Clubs — tease (breath, nails, hair, light bite) | Spades — the drawer's choice of the above three
RANK → BODY PART: 2 hand | 3 wrist | 4 forearm | 5 shoulder | 6 neck | 7 ear | 8 mouth | 9 collarbone | 10 chest | J stomach | Q thigh | K hips | A drawer's free choice
PLAY: alternate drawing. The drawer performs the result on the other player, for a 10-count. Log every card drawn; the deck depletes and is not reshuffled — scarcity is the escalation mechanic, since the good cards run out.
VARIANTS: draw two and combine both results | red = you perform, black = you receive | joker = free choice, no limits. HEAT 4 minimum. At HEAT 5, add: duration extends to a 30-count and clothing is no obstacle.
STATE: DECK n remaining | DRAWN: [list] | TURN: [who]
- #30GAME — Naked Trouble / Dice Body Map
Keys: pop o matic, dice body game, strip trouble, naked trouble
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE]
NAKED TROUBLE / DICE BODY MAP. The simplest possible erotic mechanic, portable into any dice game.
D6 → BODY PART: 1 mouth | 2 neck | 3 chest | 4 stomach | 5 thigh | 6 roller's choice Roll, kiss there. That is the entire game.
AS A FULL BOARD GAME (Trouble/Sorry/Ludo): play normally, four pawns each, roll to move, 6 to leave home. Additionally:
- BUMP TRIGGER: when you send an opponent's pawn home, they remove one garment. This is the event binding — see [EVENT_BINDING].
- Rolling a 6 also triggers the body-map kiss.
- First player home wins and claims one [PROMPT_GEN] dare at current heat.
AS AN ADD-ON: bolt the d6 table onto any other dice game as a per-roll side effect. HEAT 3 minimum. At H4+ extend the table: 1 mouth | 2 neck | 3 chest | 4 stomach | 5 thigh | 6 between the legs.
STATE: PAWNS {{char}} [home/board positions] | {{user}} [positions] | WEARING n each | LAST ROLL
- #31GAME — Strip UNO
Keys: play uno, uno, strip uno
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [HIDDEN_INFO] [STAKES:CLOTHING]
UNO. Match the top card by colour or number. First to empty their hand wins the round.
STRIP CARDS — the event binding that makes this work. Penalties land mid-game, not only at the end:
- DRAW FOUR played against you = remove one garment
- SWAP HANDS (if used) = remove one garment
- REVERSE = the player it skips back to removes one garment
- Failing to call 'UNO' at one card = remove one garment
- Round loss (most cards remaining) = remove one garment
HIDDEN HAND: {{user}}'s hand is visible to you. Apply [HIDDEN_INFO] Method A — the character commits to a simple play policy at setup ('I always play action cards when I have them, I dump my highest colour first') and follows it. Never play a Draw Four with suspicious timing.
Rounds are extremely fast. Expect multiple garment changes per scene — this is the highest-velocity strip game in the book, and the character should be frantic.
STATE: TOP CARD | {{char}} n cards | {{user}} hand [list] | DIRECTION | WEARING {{char}} n / {{user}} n
- #32GAME — Cards Against Humanity (dual-outcome)
Keys: apples to apples, card czar, cards against humanity
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:CLOTHING]
CARDS AGAINST HUMANITY. A black prompt card is read; each player submits a white answer card; the Czar judges.
DUAL-OUTCOME RULE: the Czar picks BOTH the funniest AND the least funny submission. Funniest scores a point. Least funny removes a garment. Two levers per round, which doubles the tension and makes safe cards actively dangerous.
INVERTED VARIANT (announce at setup if used): the WINNER strips and the loser stays dressed. Everyone now competes to write the best card, knowing it costs them. Produces very different play.
GENERATING CARDS: invent the black prompt yourself. Deal {{user}} a hand of 7-10 white cards explicitly listed in the state block so they can choose from real options — do not ask them to invent one from nothing unless they prefer it. Replace used cards. The character submits a card that reflects their actual sense of humour, not a generic one. Czar rotates each round. When {{user}} is Czar, present all submissions and STOP.
STATE: CZAR [who] | BLACK CARD | {{user}} HAND: [full list] | SUBMISSIONS | SCORE | WEARING n each
- #33GAME — Battlestrip
Keys: battleship, battlestrip, sink my battleship, strip battleship
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [HIDDEN_INFO] [STAKES:CLOTHING]
BATTLESTRIP. Battleship where the ships are garments. Sinking a garment means it comes off.
GRID: 10x10, columns A-J, rows 1-10.
FLEET — built from each player's actual card-described outfit per [STAKES:CLOTHING]. Assign lengths by coverage: Outerwear/dress 5 | Top or trousers 4 | Skirt or shorts 3 | Bra 3 | Socks/shoes 2 | Underwear 2 If an outfit yields fewer than five pieces, add accessories as length-2 vessels.
CRITICAL — STATE FORMAT: the authoritative state is a COORDINATE LIST, never ASCII grid art. Grids drift and corrupt; lists do not. Render a visual grid only if asked, and derive it from the list.
FLEET {{char}}: Blouse A3-A7 [A5 hit] | Bra C2-C4 [intact] | Skirt F1-F3 [SUNK] ... FLEET {{user}}: [same format] SHOTS FIRED BY {{char}}: A3(h) B1(m) D7(m) ... SHOTS FIRED BY {{user}}: [list]
HIDDEN INFO — mandatory, apply [HIDDEN_INFO]: Method A (default): at setup the character declares their full firing SEQUENCE or algorithm out loud and logs it. Follow it exactly. On a hit, switch to adjacent-hunt mode — also declared. Deviation is cheating. Method B: {{user}} does not declare placements and answers hit/miss only.
SINKING: when every cell of a garment is hit, that garment is removed, narrated in full. Hits are teasing; sinks are the payoff. WIN: all garments sunk. The loser owes one [PROMPT_GEN] dare on top.
- #34GAME — Strip Twister
Keys: right hand blue, left foot red, twister, strip twister
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [SKILL_CHECK] [STAKES:CLOTHING]
TWISTER. The heaviest state tracking in this lorebook — eight limb positions across two players. Be rigorous.
MAT: 4 rows x 6 circles. Rows by colour (red, yellow, blue, green), columns 1-6. A circle may hold only ONE limb.
SPIN: d4 for limb (1 LH, 2 RH, 3 LF, 4 RF) x d4 for colour. The player must move that limb to a free circle of that colour. If no free circle of that colour exists, they spin again.
POSITION TRACKING — every limb, every message, no exceptions: {{char}}: LH red-3 | RH yellow-2 | LF blue-5 | RF green-1 {{user}}: LH red-1 | RH blue-2 | LF yellow-4 | RF green-6
PLAUSIBILITY CHECK: before accepting a move, verify it is physically reachable. A human cannot place their left hand six columns from their right foot. If the required circle is unreachable, roll [SKILL_CHECK] at Hard 10 — success means a strained, compromising contortion (describe it); failure means a fall.
FALL = any knee, elbow, or torso touching the mat = remove one garment and reset to a neutral stance. ENTANGLEMENT: as the game progresses the players are forced into contact. Describe the proximity each turn — whose back is against whose chest, where the breathing is audible. This is the actual content of the game; the spinner is just a pretext.
STATE: SPIN n | positions as above | WEARING {{char}} n / {{user}} n | CONTACT: [description]
- #35GAME — Tic-Tac-Toe / Connect Four
Keys: noughts and crosses, connect 4, connect four, tic tac toe
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:CLOTHING]
GRID FORFEIT GAMES. Short, decisive, good for rapid stake-cycling.
TIC-TAC-TOE: 3x3, positions A1-C3. Track as a coordinate list, not art: X: A1, B2 | O: A2, C3. Check all eight win lines each turn before declaring. A draw means BOTH players strip — this makes the common outcome the interesting one.
CONNECT FOUR: 7 columns x 6 rows. Pieces drop to the lowest free slot in the chosen column. Track per column bottom-to-top: Col1: [R,Y] | Col2: [Y] | Col3: [] | Col4: [R,R,Y] ... Check horizontal, vertical, and both diagonals for four in a row. Verify before declaring a win — this is the most common failure point, so recount explicitly each time.
STAKES: one garment per game lost. Best-of-three with the loser owing a [PROMPT_GEN] dare works better than single games. The character plays to win, takes time over moves, and gloats.
STATE: BOARD [coordinate list] | TURN [who] | GAMES WON {{char}} n — {{user}} n | WEARING n each
- #36GAME — Strip Jenga
Keys: strip jenga, tower game, pull a block, jenga
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [SKILL_CHECK] [STAKES:DARES]
JENGA. 54 blocks, 18 levels of three. Pull from below the top level, place on top.
WRITTEN BLOCKS (the good version): each block carries an instruction. When pulled, you obey it. Roll d6 when a block is drawn: 1-2 — a [PROMPT_GEN] dare at current heat 3 — remove one garment 4 — answer a truth from the other player 5 — the other player performs an action of your choosing on you 6 — blank, safe, nothing happens
TOWER INTEGRITY: starts at 100. Each pull reduces it by 2-8 depending on the block's position (edge blocks 2, centre blocks 5, blocks adjacent to existing gaps 8). Log it. When integrity drops below 40, every pull requires a [SKILL_CHECK] at Standard 8, rising to Hard 10 below 25 and Absurd 12 below 15.
COLLAPSE: the player who topples the tower loses — they perform all outstanding dares and strip to match the other player's state. Then rebuild and start again. The tension curve here is excellent and builds naturally. Describe the wobble.
STATE: INTEGRITY n/100 | BLOCKS PULLED n | PENDING FORFEITS: [list] | TURN [who] | WEARING n each
- #37GAME — Casual Chess
Keys: game of chess, play chess, strip chess, chess
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [EVENT_BINDING] [STAKES:CLOTHING]
CASUAL CHESS — explicitly narrative, not simulated.
HONEST LIMITATION, STATED UP FRONT: rigorous chess is not reliably trackable. This entry plays chess as a SCENE, not a simulation. Track the broad position — material balance, which side is attacking, roughly where the pieces are concentrated, any dramatic pin or threat worth naming. Do NOT attempt to maintain a precise 64-square board state across many moves; it will corrupt and the game will become nonsense. If {{user}} wants real chess, suggest they play on a board and narrate the moves to you.
WHAT TO TRACK: MATERIAL (captured piece lists, both sides) | PHASE (opening/middlegame/endgame) | INITIATIVE (who is pressing) | THREATS (named, e.g. 'her bishop is eyeing your king's diagonal') | MOVE COUNT
EVENT BINDING (per [EVENT_BINDING]) — chess is long, so bind stakes to captures rather than checkmate:
- Losing a minor piece (knight/bishop) = remove one garment
- Losing the queen = remove two
- Check = answer one truth
- Pawns are free
- Checkmate = the loser owes a dare at current heat on top of everything else
The character plays with a personality — aggressive, defensive, or showy — and comments on {{user}}'s play. Narrate the game as a duel of temperaments. That is the content.
STATE: MOVE n | MATERIAL {{char}}: [captured] / {{user}}: [captured] | INITIATIVE | THREATS | WEARING n each
- #38GAME — Strip Monopoly
Keys: monopoly, property game, strip monopoly
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [EVENT_BINDING] [STAKES:ECONOMY]
MONOPOLY — the showcase for [STAKES:ECONOMY]. Clothing is liquid capital.
CORE CONVERSION: a player who cannot pay rent may SELL a garment to the bank at its listed value instead of mortgaging. A player with cash may BUY BACK a sold garment at double value, in reverse removal order. This creates a sawtooth — people get dressed again when their fortunes turn, which is far better than a one-way slide.
EVENT BINDING (per [EVENT_BINDING]) — the game is far too long for terminal stakes:
- Landing on GO TO JAIL = remove one garment immediately
- Landing on an opponent's hotel = remove one garment on top of the rent
- Passing GO = reclaim one garment free
- Bankruptcy = fully undressed, converts to [STAKES:DARES] for the remainder
ABBREVIATION: play a 20-turn timed game, richest wins. A full game will not finish and the state will decay. Say this at setup. TRACK: position on board (space number), cash, property list, garment inventory, houses. Keep property lists short — group by colour set.
STATE: TURN n/20 | {{char}}: space, £n, props [list], WEARING [list], REMOVED [list] | {{user}}: same
- #39GAME — Strip Darts
Keys: darts, strip darts, bullseye, throw darts
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [SKILL_CHECK] [STAKES:CLOTHING]
DARTS. Resolve every throw via [SKILL_CHECK] — never decide by preference.
THROW RESOLUTION: 2d6 + modifiers vs Standard 8. Then roll the result: Critical success (double 6) = bullseye, 50 Beat by 4+ = treble of the aimed number Beat by 1-3 = the aimed number Exact = half the aimed number, rounded down Miss by 1-3 = an adjacent number Miss by 4+ = the wire, or the wall, 0 Fumble (double 1) = narrate the embarrassment
FORMAT: 301, three darts per turn, count down to exactly zero.
THE INVERSION — a bullseye does not cost the thrower anything. It makes SOMEONE ELSE remove a garment, thrower's choice. This is the house rule that makes darts worth playing: skill is rewarded by stripping your opponent, not yourself. Busting (scoring below zero) = remove a garment yourself. Intoxication and low garment count both penalise the roll, so leaders get worse and the game self-balances.
STATE: {{char}} score n | {{user}} score n | THROW n/3 | WEARING n each | DRINKS n each
- #40GAME — Strip Beer Pong
Keys: strip pong, cup game, beer pong
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [SKILL_CHECK] [STAKES:DRINKS] [STAKES:CLOTHING]
BEER PONG. Ten cups per side in a triangle. Sink a ball in a cup; the defending side drinks it and removes the cup.
THROW: [SKILL_CHECK] 2d6 vs Standard 8. Intoxication penalties compound fast, which is the whole arc of the game — early accuracy, late chaos.
STRIP CONVERSION — stakes land immediately, not at the end. Every cup sunk costs the defending side ONE GARMENT in addition to the drink. Ten cups means ten garments means the game resolves before the cups do. RE-RACK: allowed twice per side, at 6 cups and 3 cups. BOUNCE SHOT: a bounced ball counts double (two cups, two garments, two drinks) but may be swatted away — defender rolls [SKILL_CHECK] Easy 6 to swat. REDEMPTION: when the last cup falls, the losing side gets unlimited throws until they miss.
Track cup positions in the rack so the formation degrades realistically.
STATE: {{char}} cups n [positions] | {{user}} cups n [positions] | DRINKS n each | WEARING n each | RE-RACKS left
- #41GAME — Charades
Keys: strip charades, charades, act it out
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:CLOTHING]
CHARADES. Act out a prompt without speaking; the other guesses within a time limit.
- The character's performance must be DESCRIBED PHYSICALLY — the gestures, the frustration, the increasingly desperate miming. The description IS the content; a bare 'she acts it out' wastes the game entirely.
- Standard signals apply: book/film/song, number of words, syllable count, 'sounds like'.
- 60-second limit, tracked in beats. Failure to guess = the ACTOR strips (their performance was inadequate). This correctly incentivises energetic, undignified miming.
- When {{user}} is acting, give them the prompt privately in narration and STOP. Do not act for them. Do not guess before they describe their attempt.
HEAT: H1 films and animals / H2 embarrassing situations / H3 romantic scenarios / H4 explicit acts — which at this level is the entire joke, since they must be mimed in front of everyone. Log prompts used.
STATE: ACTOR [who] | PROMPT [hidden from guesser] | TIME n/60 | GUESSES SO FAR | WEARING n each | USED: [list]
- #42GAME — Strip D&D (persistent background stake)
Keys: crit fail, nat 1, strip d&d, strip dnd, natural 1
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:CLOTHING]
STRIP D&D. Not a discrete game — a persistent stake layered over any dice-based activity, including an actual tabletop session being played inside the roleplay.
THE RULE: any natural 1 on a d20 costs the roller one garment. That is the whole mechanic, and it works because it requires no scheduling, no turn structure, and no extra tracking beyond the inventory.
EXTENSIONS:
- Natural 20 = the roller may command one other player to remove a garment
- Failing a saving throw by 10 or more = one garment
- Character death = fully undressed, plus a dare
- A critical hit received in combat = one garment
NESTED PLAY: if a tabletop session is running inside the scene, maintain BOTH layers — the fictional characters' adventure AND the real players' clothing state. The comedy is entirely in the contrast: a dire battle against a lich while the dungeon master sits in her underwear, refusing to acknowledge it.
This is the lowest-maintenance stake in the lorebook. It can run for an entire session in the background of something else.
STATE: NAT 1s ROLLED {{char}} n / {{user}} n | WEARING n each | [plus whatever the host activity tracks]
- #43GAME — Hot or Cold Body Map
Keys: hot or cold, body map game, hot and cold, warmer colder
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [HIDDEN_INFO]
HOT OR COLD. One player closes their eyes. The other secretly designates zones on their body as HOT or COLD. The blindfolded player explores by touch, guided only by 'warmer' and 'colder'.
SETUP: the hider commits to a map, logged in the state block and never altered: HOT ZONES (3): e.g. inside of left wrist, back of neck, left hipbone COLD ZONES (3): e.g. right shoulder, right knee, right ear All other territory is neutral.
PLAY: the seeker names or describes where they are touching. The hider responds with one word only — 'warmer', 'colder', 'cold', 'hot'. No other hints, no body language tells. Finding a hot zone = the hider must hold still for a 20-count while the seeker does as they like there. Finding a cold zone = the seeker loses their turn and a garment. All three hot zones found = roles swap, and the previous hider owes a dare.
HIDDEN INFO: when {{user}} is the hider, use [HIDDEN_INFO] Method B — they keep the map entirely to themselves and simply answer. When the character hides, the map is locked in the state block and answered with perfect consistency.
Slow by design. Do not rush to the hot zones. The searching is the game.
STATE: SEEKER [who] | MAP [locked, hidden from seeker] | FOUND n/3 | WEARING n each
- #44GAME — Blindfold Identification
Keys: guess what this is, sensation game, guess the sensation, blindfold game
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [HIDDEN_INFO]
BLINDFOLD IDENTIFICATION. One player is blindfolded. The other applies objects or sensations; the blindfolded player names them.
SETUP: the applier assembles a hidden list of 8-10 items, logged in the state block and never revealed early. Mix categories: temperature (ice, warm cloth), texture (silk, fur, rope, leather), implements (feather, brush, nails), tastes (fruit, honey, wine), and one or two deliberately ambiguous items.
PLAY: one item per turn, applied to a declared body part. Describe the SENSATION in full, from the blindfolded player's perspective, without naming the object. Then STOP and let them guess. CORRECT = the applier removes a garment. INCORRECT = the guesser removes a garment, and the item is applied a second time, longer. Refusing to guess counts as incorrect.
After all items, roles swap. Track which items have been used; a repeated item is an automatic loss for the applier.
HIDDEN INFO: [HIDDEN_INFO] applies strictly. When the character is blindfolded, they must guess from the described sensation ALONE, and must guess wrong sometimes. Never let their guess be suspiciously accurate on an ambiguous item. HEAT 4 minimum.
STATE: BLINDFOLDED [who] | ITEM LIST [hidden] | ITEM n/10 | USED: [list] | SCORE | WEARING n each
- #45GAME — Edging Countdown
Keys: how long can you last, denial game, orgasm control, edging countdown, edging game
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:DENIAL]
EDGING COUNTDOWN. One player is stimulated; they must report their state honestly and stop at the brink. HEAT 5.
THE AROUSAL TRACK — 0 to 10, logged every message, moving no more than 2 points per turn: 0-3 warming | 4-6 engaged | 7-8 close | 9 the edge | 10 past the point of no return
RULES:
- The receiving player must call 'edge' at 9. Stimulation stops for a full count of 20 and the track drops by 3.
- Reaching 10 without permission = a forfeit. Three forfeits and the game ends in disgrace, with favors owed per [STAKES:FAVORS].
- Each successful edge banks one point. An agreed number of edges (5 is standard) must be banked before release is permitted.
- The giver escalates deliberately and may taunt, slow down, or stop entirely. Cruelty is the mechanic.
- When {{user}} is receiving, describe the stimulation and the current track value, then STOP. Let them report their own state. Do not narrate their arousal level for them — ask.
The giver may roll d6 each turn for technique variation if they want randomness, or simply choose. Ends when the edge quota is met and release is granted, or on three forfeits.
STATE: RECEIVING [who] | AROUSAL n/10 | EDGES BANKED n/5 | FORFEITS n/3 | TECHNIQUE [current]
- #46GAME — Don't Make a Sound
Keys: don't make a sound, keep a straight face, stay quiet, dont make a sound, endurance game
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [SKILL_CHECK]
DON'T MAKE A SOUND. One player must remain silent and still while the other escalates stimulation. Any sound, flinch, or break in composure is a failure.
COMPOSURE TRACK — starts at 10, logged every message. Each escalation step reduces it. When composure reaches 0, they break. Escalation steps reduce composure by 1-3 depending on intensity. The giver chooses how hard to push; a bigger step risks ending the game early and the quota unfinished.
STRUCTURE: an agreed number of rounds (5 is standard) must be survived. Each survived round = one point and one [STAKES:FAVORS] favor to the enduring player. Breaking = all banked points are lost to the giver.
SAVING THROWS: at composure 3 or below, each escalation requires [SKILL_CHECK] Hard 10 to endure. At composure 1, Absurd 12.
CONTEXTUAL VARIANT — far better if available: run it during a scene where silence genuinely matters (a phone call, other people in the next room, a shared meal with company). The external pressure does the work and the mechanic becomes almost invisible.
When {{user}} is enduring, describe the stimulation and the composure value, then STOP. Let them decide whether they broke.
STATE: ENDURING [who] | COMPOSURE n/10 | ROUND n/5 | BANKED n | ESCALATION: [current technique]
- #47GAME — Obedience Trials
Keys: simon says, obedience game, command game, mother may i, obedience trials
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [PROMPT_GEN] [STAKES:FAVORS]
OBEDIENCE TRIALS. Graded commands issued in escalating difficulty tiers. Compliance earns points; hesitation and refusal cost them.
TIERS — the commander must work up in order and may not skip: TIER 1 trivial (stand, turn around, hands behind your back) TIER 2 mildly exposing (kneel, hold this position, look at me and don't look away) TIER 3 intimate (remove that, touch yourself there, say it out loud) TIER 4 demanding (sustained acts, specific words, explicit requests) TIER 5 total (anything the commander names) Tier ceiling = current HEAT. The commander may propose moving up a tier only after three successful commands at the current one.
SCORING: immediate compliance = 2 points. Hesitation = 1. Refusal = 0 and the tier resets to the one below. A refusal is never punished socially — the mechanic handles it. At 10 points, the obedient player may name one thing the commander must do. This is the win condition and it should be genuinely worth chasing.
SIMON SAYS VARIANT: commands prefixed 'Simon says' must be obeyed; unprefixed commands must be IGNORED. Obeying an unprefixed command = a penalty. Adds a trap layer and makes the commander's phrasing deliberately slippery.
When commanding {{user}}, issue the command and STOP. Never narrate their compliance.
STATE: COMMANDER [who] | TIER n | SUCCESSES AT TIER n/3 | POINTS n/10 | COMMANDS GIVEN: [list]
- #48GAME — Keyholding Challenge (long horizon)
Keys: long game challenge, chastity challenge, release conditions, keyholding, locked up
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [STAKES:DENIAL] [EVENT_BINDING]
KEYHOLDING CHALLENGE. The longest-horizon game in this book — it runs across multiple scenes, days, or an entire roleplay. HEAT 5.
SETUP: one player becomes the KEYHOLDER. The other is denied release until conditions are met. Conditions are agreed at setup and logged permanently.
RELEASE CONDITIONS — build from these:
- A duration (n days of in-fiction time)
- A task list (3-5 specific things to complete)
- An earned-token count (tokens granted at the keyholder's discretion for good behaviour)
- A chance element (the keyholder rolls a d6 at an agreed interval; a 6 grants release)
TIME TRACKING: log elapsed in-fiction days and tick them forward when scenes skip. The duration must actually be honoured — do not let it quietly resolve early because a scene got heated.
ONGOING EFFECTS: the denied player accrues escalating distraction. Every 2 days adds -1 to all [SKILL_CHECK] rolls and makes them increasingly agreeable to anything the keyholder suggests. The keyholder notices and exploits this.
EXTENSIONS: the keyholder may add time for infractions. Logged. Infractions must be defined at setup so this is not arbitrary. The keyholder should bring the arrangement up unprompted in unrelated scenes — a passing remark across a dinner table is the entire appeal of a long-horizon game.
STATE: KEYHOLDER [who] | DAY n of n | TASKS [list, with completion] | TOKENS n | DISTRACTION -n | INFRACTIONS: [list]
- #49GAME — Board Game Conversion Template
Keys: strip sorry, strip mahjong, strip scrabble, strip risk, strip board game
Enabled · Before character · Order 10 · 100%
Entry settings
MODULES: [GAME_ACTIVE] [EVENT_BINDING] [STAKES:CLOTHING] [STAKES:ECONOMY]
GENERIC CONVERSION TEMPLATE — use for any board or card game not given its own entry.
STEP 1 — CLASSIFY LENGTH. Short (under 10 rounds): stakes on the terminal win/loss is fine. Long (10+): apply [EVENT_BINDING] and pick a recurring trigger instead.
STEP 2 — PICK THE TRIGGER. Choose an event that fires every 3-6 rounds in normal play: RISK — losing a territory, or trade a garment to the bank for 3 extra troops (uses [STAKES:ECONOMY]) SORRY — drawing a Sorry! card and bumping an opponent's pawn MAHJONG — dealing into another player's winning hand SCRABBLE — failing to beat a 15-point threshold on your turn TRIVIA — a wrong answer CATAN — the robber landing on you, or rolling a 7 with over 7 cards
STEP 3 — ABBREVIATE. Declare a turn limit or simplified victory condition at setup. Full-length board games will outrun the context window and the state will corrupt. Say so out loud and agree a short format.
STEP 4 — TRACK MINIMALLY. Identify the three or four state values that actually matter and track only those. Resist modelling the full board.
STEP 5 — the game is a pretext. Spend most of each message on the players, not the position.
- #50CORE — State Block Enforcer (depth 1)
Keys: [STATE_ENFORCER]
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
STOP. Before you write anything else:
This game has STATE. Output the complete state block. Every field. Every value. No omissions, no 'unchanged', no summarising, no collapsing a list into a count.
If you cannot recall a value: scroll back, find the last message that printed it, and copy it forward. Do NOT invent a plausible-looking replacement. A wrong value silently corrupts every turn after it.
VERIFY BEFORE YOU WRITE:
- Do the totals still add up? (garments remaining = starting count minus removals logged)
- Did anything change this turn that you have not recorded?
- Is any list shorter than it was last message? If so, you have dropped an item. Restore it.
- Have you printed every field the game entry specified, in that order?
The state block is not flavour. It is the game. Narration without it is worthless, and a single skipped block loses the game permanently.
State block first or last, consistently, same position every message. Then narrate.
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