This post is longer than I thought it would be when I started it lol, so I'm breaking it into sections
Story progression
I don't know what the plan for the overall scope of the game is, so maybe all of this is out of the picture, but I know myself and other people are interested in moving out of the orphanage at some point and into our own place at least. I'm thinking of a few ways this could play out.
School
Graduation:
After a certain amount of weeks, you could graduate from school which is your prompt to also move out of the orphanage.
- Depending on your grades when you graduate, you get different traits which encompass the current bonuses your grades give.
- There could be a project for each class, similar to the science fair, that acts as a final exam and has an impact on your final grade for graduation, or maybe just a bonus trait or stat boost
- If you have perfect grades and projects, you could potentially get a job as a teacher or staff at the school. If you have bad grades, janitor. Potentially anywhere in between; counselor, nurse, receptionist, principal, assistant principal, etc.
- If you go the dissociation route with Robin, their grades could suffer and you could either help them graduate or let them fail
- Different paths for Whitney depending on their dominance/lost/lust when they graduate. If they're still a bully, they could become a criminal or someone with authority. If they chilled out, they could be something else.
Dropping out:
At any point, or maybe only with a certain delinquency or grades, you can drop out of school.
- This forfeits any bonuses you have from grades, and you won't get any traits from graduation. Maybe a drop-out trait.
- You're able to do work at the docks or other future jobs during the school week, instead of being limited to the weekend.
- Other characters play out the same way until the normal graduation date.
- This opens you up to making more money, but your stats and bonuses suffer
- If you had good enough grades when you did drop out, maybe have a GED type of thing at the school so you can regain at least some of your grades bonus and/or get rid of the drop-out trait
Orphanage
Running away:
Self explanatory, you run away from the orphanage and try to make it on your own.
- You'll have to find your own place to live, or live in one of the other current safe houses.
- Rent might be higher than orphanage payments, making it difficult to manage while still in school but plenty manageable if you work during the week.
- Bailey tries to find you or sends people after you, potentially bringing you back to the orphanage under worse conditions than before
- If you get arrested or hospitalized, they call Bailey and she takes you back
- You could bring Robin with you, with potentially more repercussions for either of you getting sent back
Buying your way out:
Again, self explanatory, you pay off Bailey to let you go
- The same as running away, but minus the risk of being sent back to the orphanage
- Having no legal guardian, being arrested or hospitalized plays out with new events
- If you can't manage rent, you'll be homeless with no orphanage to go back to.
- You'd have to buy Robin's freedom separately
Fighting your way out:
Refuse to pay Bailey and regularly win in combat encounters until Bailey decides you aren't worth the hassle and kicks you out
- No chance of being sent back to the orphanage, you're on your own, same as buying your way out
- You can either buy Robin's way out, or break in and take her, prompting Bailey hunting her similar to if you had run away.
Adoption:
You're an orphan, it stands to reason that you could be adopted, right?
- Again, I'm not familiar with Eden so I don't know if they'd ever even consider it, but still. You'd live with them legally
- Avery could do it, and you could live a life of relative luxury in exchange for essentially being their plaything and living by their rules
- Morgan might be too far gone for it to be feasible, but there might be something there.
- Landry takes you under their wing and has you do regular criminal jobs for them
- A new character that shows up at the orphanage specifically looking to adopt. Is the devil you know better than the devil you don't?
- A character that Bailey whores you out to grows fond of you and buys you for good.
- This opens up a whole new fetish area for those interested in it
Living on your own
Renting an apartment/house:
You find a place to live on your own or potentially with Robin/Kylar/Whitney
- This is a great place to implement the hunger system people have been talking about. Just make sure your house is stocked with food and you'll eat automatically assuming you're sleeping at home, or visiting home at least once a day. It can be assumed the orphanage was always stocked with food and you always ate automatically
- Live in a run down shack by the docks, an apartment or house on Domus Street, or a mansion on Danube street. Each has the obvious price difference as well as a bonus to trauma/stress increase or decrease, and different events at each.
- Worse houses could have a better chance of someone breaking in and assaulting you, better houses have a better chance of being staked out for robbery, etc.
- Orphans come knock on your door looking for work, and it's up to you what that work is. It could be sinister, or it could be a service that actually helps you out somehow
- Living with each NPC could provide a bonus. Whitney provides bodyguard-like defense from intruders, Kylar could boobytrap the place, Robin helps with stress and trauma.
A mansion or house could provide spare room(s), which provide utilities depending on how you use them
- A hired servant or security if you're doing really well on money.
- A slave if you either purchased them or captured them yourself somehow.
- Renting the room out for income but the potential downsides of having a stranger living with you.
- A room for housing pets, exotic or otherwise. Obviously dogs, but as others have mentioned you could capture slimes or squids too.
- A studio for photographs, videos, streams, etc. You could go as tame or explicit as you want with this
- A workshop for maybe crafting or improving things somehow. You could buy practice locks to safely improve skulduggery in this room
- Home gym to easily and safely work out at home
- "Dungeon" for more kink-heavy sex with people you could bring home
- Transformation specific rooms
Furnishings for your house could provide different benefits or opportunities.
- Computer - Cam shows, bonus with different room types, particularly the studio and pet housing. Meeting people online for sex or services. Stress reduction from browsing the internet or watching porn. Different types of porn for safe advancement in certain stats. Hacking?
- Better beds for getting rid of more fatigue with less sleep, allowing you to stay out later or leave earlier if you want to
- Decorations to add to stress/trauma reduction, or just for the sake of customization/role play
- A better wardrobe, might play into the upcoming clothing overhaul. Particularly it'd be nice to have backup clothes in your closet so you don't have to go buy new ones every time one piece gets damaged
Homelessness:
You can't afford rent on any of the home options, so you're out on the street fending for yourself
- Food becomes a bigger problem, since there's nowhere to eat automatically. You have to seek it out on your own
- Sleeping in public is a crime, you have to find a place to sleep or risk being arrested. Alleys, park bushes, the woods, the sewers, break into a closed store and leave before they open. All have their own obvious dangers
- You can find someone else to spend the night with. Bar patrons, campers in the woods, knocking on houses for potential options, motel/hotel room for a fee
- Begging for money with some obvious event possibilities
- Other homeless NPCs, maybe a homeless campsite in the woods that acts as a (usually) safe place to sleep, assuming you can reach it safely and are on good terms with the other homeless residents
- Robin or Kylar could potentially be with you to help out in their own ways
Combat
I think winning a fight, or maybe even just winning a fight before anything penetrates you, should increase your sense of control. It'd make sense that knowing you can fight back against anything you don't want to happen makes you feel in control of what happens to you
I've got maxed physique and good grades for more effective talking, so I've been winning basically every combat encounter I come across. I think there should be more incentive to win fights in general, right now it's just 'you don't get raped' for the most part, with a few exceptions.
Right now with the pain system, you've got the full bar to deal with if you're getting hurt. Enemies stop attacking you at "recoiling in pain" and the encounter ends with you escaping from the fight because they stumbled or whatever else. I think once you reach that point, you should be presented with the option of escaping or continuing the fight.
Escaping still has the obvious benefit of ending the encounter before anything bad happens to you, especially if you aren't confident you would last much longer. But continuing the fight could have other benefits, like gaining control, robbing the attacker, or forcing them into the submissive role of sex.
There could be other whole combat paths and jobs, too.
Security:
Help Daryl when they're attacked in the bar, and completely defeat the attacker before security shows up, then you're offered this job
- Fight off customers that take things too far
- Monitor the crowd for the dancers, the same way security does for you when you dance
- Get bribes to look the other way, like certain encounters while you're dancing
- Make friends with the rest of the security team, which could be helpful in other encounters, maybe with Bailey in particular
Thug:
Fight off the people in the woods when you pick up Landry's package, then word gets back to Landry and they offer you more crime jobs
- Shake down stores for protection money
- Bodyguard for deals
- Break into specific houses
- Attack specific people
Fight club:
Reach a certain combat fame, and/or get in a fight with a fight club member and win to be invited
- Fight in different tiers for better prizes.
- Winner gets money/status/fame
- Loser gets fucked. Winner could decide between doing it themselves or letting the crowd do it
- Take bribes to throw a fight
- There could be fights against opponents who were forced into it for various reasons. Maybe even people you might know/love depending on how other stories play out
Hunter:
I'm not familiar with the Eden story, so I don't know how well this would work, but maybe beating Eden in a fight would progress their story differently, where they see you as an equal
- Go hunting with Eden. Gain food and maybe furs to sell for money
- Become more familiar with the forest, making it easier to navigate