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ABDL RPG Maker Game Idea


BabyCR

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I was thinking about my "Teddy World" story thread when an idea for a unique ABDL-themed RPG Maker game popped into my head. The idea is thus:

You, the player, are a closeted little whose parents rejected them due to finding your stash of diapers and baby stuff. Running away, you find a strange teddy bear that promises to help make a world where everyone can be a little, a world where teddies like him will care for everyone in a happy babyland utopia forever; the teddy then becomes your "teddy guardian", and you get an adorable new babyish outfit with a magic rattle-wand to help you achieve this goal. If this sounds a little morally ambiguous, yeah, that's the idea. Basically, your character chooses to do so, and rather than straight-up fighting, you solve confrontations by either (a) using persuasion to convince people that they'd be so much happier in a world where everyone was babied, or (b) through combat; after defeating an opponent in combat, you can go into their mind and manipulate them into wanting to be little like you. Every time you do so, they get magically diapered and "little-fied" and join your party, each new party member getting their own "teddy guardian". The more you convert, the more the world becomes a magical babyland, and if you succeed all mankind will live forever in a carefree nursery world, cared for by their loving teddies. Again, if this sounds like you might be the "bad guy", that's kind of the idea; moral ambiguity! Who knows, maybe the world will be better off...

The teddies would be like summons, increasing your power in combat or helping you defeat those silly-billies who don't realize just how wonderful being a widdle baby is. 

What do you guys think?

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i think with more defined character types like for instance from the game star wars the old republic MMO.

so youd need things like beaters, tanks, ranges (of differing damage types), mage, healer and any others.

when it comes to writing you need to be careful to not let the AB aspect be this foreground thing the AB aspect is best as a background thing because it seems the AB magic is more like a means to an end and it would be interesting to see the depths of the madness the protagonist is going down.

but would the protagonist in the story be seen as a hero? villain? anti-hero? would they be seen as sane? insane?

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1 hour ago, the littest bird said:

i think with more defined character types like for instance from the game star wars the old republic MMO.

so youd need things like beaters, tanks, ranges (of differing damage types), mage, healer and any others.

when it comes to writing you need to be careful to not let the AB aspect be this foreground thing the AB aspect is best as a background thing because it seems the AB magic is more like a means to an end and it would be interesting to see the depths of the madness the protagonist is going down.

but would the protagonist in the story be seen as a hero? villain? anti-hero? would they be seen as sane? insane?

Gameplay-wise, you have a point. Perhaps a class system where you can choose/change a character's class/role?

As for the story, well, this IS meant to be an AB-themed game, so to some degree it should have some focus on that theme. That being said, you also have a point about not letting that get in the way of a good story. As for the protagonist, my view is that the player can influence the motivation and personality of the main character by way of choices (persuade/fight and brainwash), regular dialogue exploring why the protagonist is doing this (revenge on a world that rejected them? Actual desire to create a utopia? Some other motivation?), and the nature of the world you're making reflects those motivations. Darker motivations and methods make things end up creating a world that highlights the negative (loss of freedom and free will, etc.) while lighter motivations highlight the positives (no war, no hunger, everyone is cared for), and certain other choices might end up creating a third option--a world where people who already identify as little are accepted for who they are rather than forcing it on everyone else. 

In other words, while the protagonist would definitely be seen as a villain to others in-universe, their actual nature is up to the player to decide. Perhaps they're out for petty revenge on the world. Perhaps they're a Knight Templar of sorts trying to force a utopia on the world. Or perhaps they're just misguided and--whether they realize it or not--are simply trying to find a way to be accepted.

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Did you ever see our very own Sophie ♡'s homemade Kink-oriented TTRPG system "Fantasia's Gates"? If not you can find it in the Game Time section. It might already have everything you're looking for in an RPG system. Or, you might be trying to take the mechanics in a completely different direction.

In any case you should go check it out!

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8 hours ago, BabyCR said:

Gameplay-wise, you have a point. Perhaps a class system where you can choose/change a character's class/role?

As for the story, well, this IS meant to be an AB-themed game, so to some degree it should have some focus on that theme. That being said, you also have a point about not letting that get in the way of a good story. As for the protagonist, my view is that the player can influence the motivation and personality of the main character by way of choices (persuade/fight and brainwash), regular dialogue exploring why the protagonist is doing this (revenge on a world that rejected them? Actual desire to create a utopia? Some other motivation?), and the nature of the world you're making reflects those motivations. Darker motivations and methods make things end up creating a world that highlights the negative (loss of freedom and free will, etc.) while lighter motivations highlight the positives (no war, no hunger, everyone is cared for), and certain other choices might end up creating a third option--a world where people who already identify as little are accepted for who they are rather than forcing it on everyone else. 

In other words, while the protagonist would definitely be seen as a villain to others in-universe, their actual nature is up to the player to decide. Perhaps they're out for petty revenge on the world. Perhaps they're a Knight Templar of sorts trying to force a utopia on the world. Or perhaps they're just misguided and--whether they realize it or not--are simply trying to find a way to be accepted.

another thing i think you should do is to during the creation process start building the universe the protagonist lives in and how the universe effects them nothing ruins a story more than having a universe that bends to the character

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16 hours ago, Wannatripbaby said:

Did you ever see our very own Sophie ♡'s homemade Kink-oriented TTRPG system "Fantasia's Gates"? If not you can find it in the Game Time section. It might already have everything you're looking for in an RPG system. Or, you might be trying to take the mechanics in a completely different direction.

In any case you should go check it out!

I thought someone would have mentioned this already.  It's definitely worth taking a look. 

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20 hours ago, Wannatripbaby said:

Did you ever see our very own Sophie ♡'s homemade Kink-oriented TTRPG system "Fantasia's Gates"? If not you can find it in the Game Time section. It might already have everything you're looking for in an RPG system. Or, you might be trying to take the mechanics in a completely different direction.

In any case you should go check it out!

 

3 hours ago, Firefly 35 said:

I thought someone would have mentioned this already.  It's definitely worth taking a look. 

I just looked at it; while this is a video game (RPG Maker is a program that lets you make video games) and not a TTRPG, I think the "hidden attributes" system might provide an interesting gameplay mechanic. The more babyish and adorable you and your party dress, the more powerful your magical ability to convert people through conversation (I've come up with an idea for the system there) will become, but you run the risk of losing "control points" in combat at a faster rate, and if a party member loses all control they'll become too mentally regressed to fight and be removed from combat for a turn or two while their teddy cares for them and they recover their mind.

As for the "conversation conversion" system (really need to think of a cool name for that), my idea is this: you have a "persuasion meter" or some sort of indicator that shifts and changes over the course of conversation. If the meter gets "high enough", congrats, you've won a new convert. If it gets too low, prepare for battle! There is a magic spell that can influence their mind to make them more willing to be babified, but if you use it too much they'll realize you're messing with their heads and attack automatically.

I've also gotten some ideas on how the "conversion" of the world will spread. You start out in the player's hometown, then after the tutorial is done you will have automatically converted the entire town to your way of thinking, and suddenly the place is a super-babyish nursery/playground/babyland area with teddy guardians caring for the adorable new littles everywhere. In order to convert new places, you need to take them over section by section via converting individuals. For example, one city might have three zones to it, each with five or six "potential converts"; in order to take over that zone, you need to convert all of those potentials, and once that's done the zone will be taken over and everyone who lives there will join your new world.

New party members can be recruited from a pool of converts in each city; you can only have so big a roster of backup party members at a time. You can only have five total party members (including the main character) in your active party at a time, and your character ALWAYS has to be in the active party. With most battles, the opponent will automatically be converted upon a victory, but there is an exception: in each city there is a "super convert" that you need to battle to convert, and rather than them automatically being converted to your side after you win you have to go through the "post-battle mind manipulation" aspect that I mentioned in the OP. During that aspect, you trap them in a dream sequence and manipulate the events in the dream to convince them that they totally want to be a widdle baby and help everyone be just like them. Succeed, and you get a party member with significant advantages over generic converts! Fail, and they resist to the point that you need to totally littlefy their minds, leaving them far too silly and dum-dum to help you convert the world.

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16 hours ago, BabyCR said:

 

I just looked at it; while this is a video game (RPG Maker is a program that lets you make video games) and not a TTRPG, I think the "hidden attributes" system might provide an interesting gameplay mechanic. The more babyish and adorable you and your party dress, the more powerful your magical ability to convert people through conversation (I've come up with an idea for the system there) will become, but you run the risk of losing "control points" in combat at a faster rate, and if a party member loses all control they'll become too mentally regressed to fight and be removed from combat for a turn or two while their teddy cares for them and they recover their mind.

As for the "conversation conversion" system (really need to think of a cool name for that), my idea is this: you have a "persuasion meter" or some sort of indicator that shifts and changes over the course of conversation. If the meter gets "high enough", congrats, you've won a new convert. If it gets too low, prepare for battle! There is a magic spell that can influence their mind to make them more willing to be babified, but if you use it too much they'll realize you're messing with their heads and attack automatically.

I've also gotten some ideas on how the "conversion" of the world will spread. You start out in the player's hometown, then after the tutorial is done you will have automatically converted the entire town to your way of thinking, and suddenly the place is a super-babyish nursery/playground/babyland area with teddy guardians caring for the adorable new littles everywhere. In order to convert new places, you need to take them over section by section via converting individuals. For example, one city might have three zones to it, each with five or six "potential converts"; in order to take over that zone, you need to convert all of those potentials, and once that's done the zone will be taken over and everyone who lives there will join your new world.

New party members can be recruited from a pool of converts in each city; you can only have so big a roster of backup party members at a time. You can only have five total party members (including the main character) in your active party at a time, and your character ALWAYS has to be in the active party. With most battles, the opponent will automatically be converted upon a victory, but there is an exception: in each city there is a "super convert" that you need to battle to convert, and rather than them automatically being converted to your side after you win you have to go through the "post-battle mind manipulation" aspect that I mentioned in the OP. During that aspect, you trap them in a dream sequence and manipulate the events in the dream to convince them that they totally want to be a widdle baby and help everyone be just like them. Succeed, and you get a party member with significant advantages over generic converts! Fail, and they resist to the point that you need to totally littlefy their minds, leaving them far too silly and dum-dum to help you convert the world.

Interesting.  I have been giving this some thought and have a few ideas

- Diapers could be the equivalent of armor in this game with the thicker the diaper the more protection it provides.  Also the "weapons" could be things like water guns (1 point of absorbency damage) and water balloon cannons (5 points absorbency damage)

- Magic/spellcasting could be a thing especially for mischievious littles.  Perhaps it could be like the spell levels in D&D.  (1st level = magic laser pointer to make cats and gullible littles go crazy.  7th-ish level = a setup like the one in the movie Home Alone)

- Having different "classes" or character types could be fun.  Maybe some can use magic and others are more geared towards converting other littles.  This should probably be kept somewhat simple for now so the game doesn't get too complex.  

 

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On 9/20/2019 at 9:40 PM, Firefly 35 said:

Interesting.  I have been giving this some thought and have a few ideas

- Diapers could be the equivalent of armor in this game with the thicker the diaper the more protection it provides.  Also the "weapons" could be things like water guns (1 point of absorbency damage) and water balloon cannons (5 points absorbency damage)

- Magic/spellcasting could be a thing especially for mischievious littles.  Perhaps it could be like the spell levels in D&D.  (1st level = magic laser pointer to make cats and gullible littles go crazy.  7th-ish level = a setup like the one in the movie Home Alone)

- Having different "classes" or character types could be fun.  Maybe some can use magic and others are more geared towards converting other littles.  This should probably be kept somewhat simple for now so the game doesn't get too complex.  

 

The enemies aren't other littles, they're non-littles that you're trying to convert. Thus, you won't be fighting anyone wearing diapers. That said, thickness/absorbency could play a role in the "control points" system; if a party member's diaper is "full", they lose a ton of control points for every turn they don't let their teddy change them (which itself takes one turn). Considering how you'd lose more than one turn to regen your lost control points if they drop to zero, this would provide additional challenge by having CP be its own separate meter. 

As for the spell level idea, a first-level mind-affecting spell might just involve a laser pointer-type effect to distract an enemy/interrupt them and only do minimal CP damage, but they'd cost less than, say, a 7th level spell that flood their minds with images of rattles, diapers, teddies, etc. and wrecks their CP but costs a ton. Which is basically just a fancier way of saying it uses the same "Fire --> Fira --> Firaga" tier system of spells that Final Fantasy generally uses (hey, if it ain't broke don't fix it).

With regards to the rest of your post, I thought of an interesting way for CP to work with combat gameplay and the class system in general; casting classes would have less HP but more CP, and spells attack the enemy's CP (reduce that or their HP to zero, and you get a new convert). Non-magic classes can only attack HP (no magic, though they have some abilities), while magic classes can only attack CP. There could be in-betweeners that can attack both, but are less effective than specialist classes.

Some ideas for spells:

  •  Distract --> Regress --> Babify: 1st tier uses a bright light to distract an opponent, preventing them from using a special attack that round. 2nd tier adds more colorful lights to distract and deal minor CP damage. 3rd tier floods their mind with hypnotic color displays and babyish imagery to prevent all actions by an opponent for that round and deal minor-to-moderate CP damage.
  • Show-Off: Flaunt your super-comfy diaper and tell the enemy how wonderful diapers are (with a bit of added magical influence), dealing more CP damage to opponents with >50% CP.
  • Ball --> Big Ball --> Ballpit: 1st tier: conjure up a bouncy ball and launch it at one enemy. 2nd tier: conjure up a larger bouncy ball and launch it at one enemy. 3rd tier: A rain of multicolored ballpit balls deals damage to multiple enemies.

 

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5 hours ago, HighVoltage said:

Would there be any room for the more toddler inclined? Some of us like bedwetting and potty training fantasies a bit more than diapers.

Sadly, no. This would be focused on the littlest definition of "little".

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