Sleep and Obey
by Zuno
The follow are a set of rules for a hypno-kinky game, not a story. Play at your discretion, and feel free to offer feedback.
This is a storytelling game about hypnotised subjects trying to resist their brainwashing. They may be maids, drones, or even a harem. The master, or mistress, is upstairs, and the subjects are too befuddled to sleep.
We finish work
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A new mantra from today. Saying it aloud feels better each time.
- Someone was punished. Describe the punishment and why. Work out with the group who was the punished and the punisher.
- You wore something different today. Describe it, and how it made you feel.
- You were given a special reward. Describe it, and ask the group how they feel about it.
- You heard a rumour about someone in the group. Describe it, and ask that person if it’s true.
- You managed to one-up the Master/Mistress. Describe how, and how you got away with it. Gain an Escape Dice.
Night falls
We grow quieter, recounting moments from before here.
Each roll a dice. Open yourself.
- Nothing. The more you try to remember, the less you can recall.
- A kiss. You can’t remember their name.
- Smell of a favourite food. You don’t remember what it is called.
- A place outdoors. You don’t remember where, exactly.
- A debt. You don’t remember how much you paid back, if at all.
- A detail that could help you escape. Gain an Escape Dice.
Whispers in the dark
We speak of hopes too delicate to be discovered.
Each roll a dice. Admit your secret ambition.
- Stay here. Quick, make something up so that the others don’t catch on.
- Build something from scratch. What would you build?
- Get revenge. How would you go about it?
- Travel somewhere nice. Where do you want to go?
- Learn a new skill. What do you want to learn?
- Become a Master/Mistress yourself. Quick, make something up so that the others don’t catch on.
We Sleep
Each player adds up the total that they rolled today.
- The player with the lowest total is eliminated (on a draw, both roll an additional d6 to subtract from the total). You are too far gone, describe how the others find you in the morning. You no longer roll dice or answer questions, but speak fervently of your devotion to the Master/Mistress if prompted.
- If your total is 12 or more, gain an Escape Dice.
A new day begins and the cycle repeats with the remaining players. Go back to “We finish Work”. New or returning players can join in at this point, if they wish. The game ends when there are no active players remaining.
Escape Dice
- There is no limit on the amount of Escape Dice you can have, and they can be freely exchanged between players.
- You can spend an Escape Dice at any point to try and escape. On a roll of 5 or 6, describe your daring escape. Otherwise describe the moment you are caught.
- An escaped player is free, and no longer needs to roll unless they choose to re-enter the game.