Hi guys! My attempt to make up some rpg-like adventure. Easy for everyone to play and gm ;)
Feel free to grab and use those rules if you want to, but I want at least little PUB from your char to
TiraT so I would know about number or usage. Also feel free to suggest new options and other things to be added.
Random! Random all around! I use !1d20 for rolls as usual for DnD and other systems.
1. Roll for rooms
11-20 - simple room
6-10 - corridor with some traps
1-5 - something strange like a quest thing or puzzle or special trap... Think about something or just put another piece of corridors
You can plan beforehand all rooms and forks in the corridors or just roll as players move through
For traps let players roll and if they reach some number - nothing happens. For lower roll they got some dmg or penalties or sudden opponent. Usual trap is 10+ roll or 2dmg, something like a hole with spikes would work for 7+ roll or 3dmg, hidden dart is 15+ roll or 1dmg - just examples
2. Roll for opponents
Long list would stay in the bottom of the rules, just cause it pretty long. Roll !1d100, feel free to reroll or just think about something good for your players - list only works if you can't recall any good opponents
3. Battle!
Main part works around usual system roll-roll-post-post (I hope you know about Vore Battle because it works pretty same in core). So creature and player roll their !1d20, winner inflicts dmg to loser, winner posts first, then loser posts. Repeat. At some point you can start vore or yiff, then vore.
At 0hp you can start yiff - roll till someone achieves 2 wins, one with 0hp rolls at -5 (and another -2 for each 1 hp under 0), also if yiff was started cause of high roll then lucky roller have +5 for first yiff roll. Vore - one roll to succeed, two rolls if no yiff before so prey can try to move back. If prey escapes from vore - go to yiff or dmg part and repeat. As option you can try to knock out creature with good dmg (enough to reach -5 or less hp) and then just vore without any rolls.
Options:
1. 10hp at start, around 5hp for creatures. 1d3 dmg for win, 1d4+1 dmg for 5+ win, 2d3+1 for 10+ win and directly into yiff/vore at 15+ win or 20/1 roll for someone.
2. 10hp at start, 1d3 for win, 2d3 for 5+ win, yiff at 10+ win, vore at 15+ win or 20/1
3. 5hp for both, 1d3 for win, yiff at 10+ win, vore at 15+ win or 20/1 (works good for preyish players)
4. Think about something or ask players if they want some changes like more hp, fatter opponents, faster battles, etc
Feel free to change those rules if you want - just an example here. Also if player won the battle - he/she can reg full hp
*If rolled too high, you can use options for lower rolls (usually dmg instead of yiff/vore)
4. Bonuses
Players like to have some rpg in their adventure so you can add some nice things like a passive bonuses or even abilities. For those let them think and write them, just keep in head number and possible power of those bonuses. Something simple should be like "+1 to all rolls", "+2 to yiff rolls", "+3 for trap or vore rolls", "+1 dmg", "+2hp", etc. Broad passives should give less bonus, while narrow ones - better one. Let players think! They always can suggest something like "At 5hp I can try to start yiff with one 5+ win" or something else optional.
Active abilities work pretty same, letting players do something (heal, start yiff/vore, evade traps or creatures) using some pool of 'mana' or just uses/per... something (once per battle, once per 3 creatures, etc).
If players would like you can allow them add 1-2 more bonuses for some effect-like penalties.
And of course give your creatures some abilities too! Mostly simple ones, but some creatures... well nymphs can start battle with yiff but up to four wins for example. Feel free in this part.
Also feel free to give your players some items or more bonuses as they go through.
5. End of the adventure
Do you really want to stop getting fun? Well I think after 5-10 battles players would reach some kind of big boss and try to bit him/her too (or just escape). Adventure can be endless as well ;)
If your players are really subby, then you can let them go with some number of lives and fight against stronger opponents so each lose would only take one live and clean up one room till they reach the end or run out of lives :)
List of creatures.
1. Ant eater
2. Badger
3. Bat
4. Bison
5. Bear
6. Bobcat
7. Camel
8. Cheetah
9. Cougar
10. Coyote
11. Deer
12. Dolphin
13. Elephant
14. Fox
15. Giraffe
16. Goat
17. Horse
18. Hyena
19. Jackal
20. Ferret
21. Kangaroo
22. Lemur
23. Leopard
24. Lion
25. Lynx
26. Meerkat
27. Moose
28. Sheep
29. Orca
30. Lizard
31. Polar bear
32. Praire dog
33. Rabbit
34. Racoon
35. Sea lion
36. Seal
37. Skunk
38. Wolf
39. Wolverine
40. Zebra
41. Tiger
42. Tasmanian devil
43. Dog
44. Cat
45. Bunny
46. Mouse
47. Pixie
48. Fairy
49. Goo
50. Naga
51. Lamia (I really don't know about differences between some creatures)
52. Drider
53. Minotaur
54. Dragon
55. Another dragon
56. Succubus
57. Mimic
58. Slime
59. Harpy
60. Siren
61. Nymph
62. Demon
63. Plant
64. Gryphon
65. Chimera
66. Cerberus
67. Wyvern
68. Mermaid
69. Object
70-75. Taur addition
76-80. Hybrid
81-90. Pair (or even more ;))
91-100. Think about something and put into the room
If you want you can also roll !1d3 if you want 1. Human, 2. Demi, 3. Anthro (!1d4 for ferals included).
Monster_Girl_Codex bonus list!
Bonus
Strange rooms:
1. Find the key
Group of three creatures uses this room to play cards. They not agressive and if asked would explain rules of their room - each of them have a little key hidden somewhere in/on their body. Adventurer have 3 chances to find the key - one chance is used to explore one part of the body (sometimes a bit more than just one part). They friendly and just enjoy 'explorers', not going to digest/trap them till all chances not used.
(GM should think about some unusal parts for the keys instead of using pretty obvious ones)