Hypnosis was written before we had any underlying game mechanics, which is why it feels a bit binary: it's either
on or
off, and if it's on it leads you to slightly different passages.
This is a limitation of the "flag-based" approach that
@DinosaurUnion and I were talking about a couple pages ago. It's one of the reasons we created the SURPS game mechanics, with skills and levels and dice rolls – I want to create more complex, interactive systems in areas like this. (The downside of this approach, as DinosaurUnion pointed out, is that it takes much longer to develop.)
Now we have SURPS, I plan to create something much more interesting and sexy with the hypno subplot. I'm imagining getting a bit clearer on exactly what the psychiatrist is conditioning her to become (maybe with some variations, which are hidden from the player), then penalising her with a stat debuff when she resists that conditioning. (Example: the agent turns down a potential sexual partner, thus resisting her conditioning to be "slutty and available". The game plays a hypno montage, and tells the player that the agent feels guilty for some strange reason. She suffers -1 to all dice rolls for the rest of the day, reflecting her subconscious punishing and distracting her for making the "wrong" choice.)
There'd be some kind of escalation built in, so agents who made too many "good girl" choices would be compelled to satisfy their conditioning somehow. Through some kind of resistance mechanic (maybe tied into the agent's Arousal score), the agent would start to have to make dice rolls or good girl choices would start getting greyed out, and new very bad choices would start appearing on the menu.
This all needs some clearer design, but basically I want to use the game system to model self-imposed restrictions on behaviour, which I think is the sexy part of hypno. If you guys have any ideas or feedback, that will be helpful!