Probably. The boolean logic (for candidacy) is straightforward. Descriptions would become weird because (as Semeicardia said) the game does not provide any appropriate text. And the game mechanics would clash. Narratively, the player character is temporarily under someone else's control and at someone else's mercy ... but meanwhile they can still send slavers out on assignments, perform nightly activities, and they even get to choose whether
their own training will be harsh or gentle.
In terms of role-play, this
ought to be a very dangerous activity. The player character is in danger of being dominated, seduced, bound, caged, usurped, sold into slavery, branded, gelded, and suffering a Bad End. The player character would (presumably) agree to such a thing only for very extreme reasons - for example, they need to
practice subservience and cunnilingus in preparation for a special Infiltration mission. Or perhaps the player character is being manipulated (by a hypnotist slaver, or a demon possessing their body) into the Training activity.
But the game can't actually deliver such scenarios (yet). It would instead be a risk-free "cheat" experience. You would need to ignore the on-screen text and fill in the role-play details from your own imagination.
It actually
does have some minor impacts on the game. RAGS is a poor platform on which to build a complex simulation, but BedlamGames has been fairly consistent in his design and implementation of systems. Slaves and slavers (mostly) use the same set of attributes. Example:
Great Plains > A Word in Your Ear
This assignment involves a "negotiator" character (must be slaver) and a "fellator" character (anyone is allowed here - it could be a slaver, a slave, or even the player character).
Let's imagine that there's a slave character who has undergone obedience training and blowjob training, then dominance training, and has finally being promoted to slaver status. We assign this character to the
"A Word in Your Ear" mission (second slot). This character's former training
is counted as an asset; the mission will have a greater chance of a Critical success outcome because the slaver is trained in fellatio.
So if you want to role-play an encampment leader who is a former slave, then you could (potentially) use a future version of Semeicardia's cheat-mod to assign the player character into training sessions. You could subsequently send the player character out on relevant missions, and the game mechanics
would reward (or punish) you for doing so.
Caveat:
very few missions include Training items among their Success/Fail criteria. Building a simulation game in RAGS is messy, so BedlamGames will inevitably omit a few things from mission definitions.
"A Word in Your Ear" ought to consider the
"Natural Cocksucker" trait as a success factor ... but it doesn't.
I wish that the whole thing was built on a modern software development platform so that we could just edit a few lines of XML and then submit a git pull request