Rethinking Punishments While Kidnapped #6

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opened 2026-08-15 05:38:03 +00:00 by Encry · 0 comments

Rethinking Punishments While Kidnapped

I was truly inspired by your proposed improvement of the “enraged mode” that kidnappers go into once hit. My proposal wishes to take that idea and implement it into other aspects of the experience, especially when you're actually enslaved by a kidnapper!
As it stands now, if you attempt to hit your kidnapper while bound, you'll just be shocked with no further reprocautions, with nothing preventing you from just spam clicking until you die. Logically the kidnapper has nothing to gain from killing you, which is why you wish to replace the old enraged system where they just pull out a taser and zap you to death, so shouldn't this logic apply here as well?
From most to least extreme, here are a couple of ideas that I think would help!

  1. Layered bindings. I know that in the past you weren't exactly a big fan of this idea, but if the player is practically begging to be punished, then maybe this would be a good way to do it! By adding more restraint the player really does feel punished by attacking their owner, as it just makes escaping that much more difficult. (For balancing this would be a punishment reserved only for elite kidnappers as a “forced hand” punishment, meaning they went out of their way to achieve this outcome)
  2. Locking bindings. Pretty self explanatory, the kidnapper just adds a padlock to the players gag or restraint if applicable to make it harder to escape.
  3. “Applying chloroform” to the player. This will give them a “drowsy” effect, making struggling and moving as a whole more difficult. If this effect were to go up to 3, the player will black out and will be carried by the kidnapper instead of being led. Since the kidnapper is literally carrying the sleeping player, they'll be unable to resist at all for as long as the black out lasts. (Once the black out subsidies, the kidnapper will stop cradling their captive and will put them back on a leash, allowing them to struggle again)
  4. Tightening restraints. Simply retying the captives restraints. (This punishment is only applied if they actually struggled before attempting to run hands with their captor while restrained)

Let me know what you think NotEvil! In hindsight I'll understand if some of my ideas are unrealistic, but I'll be happy if this suggestion simply draws awareness to this portion of the tiedup experience! 😁

I also think that if these ideas were a little tweaked, they could easily fit in with the other punishments that the master npc dishes out to naughty pups :3

Rethinking Punishments While Kidnapped I was truly inspired by your proposed improvement of the “enraged mode” that kidnappers go into once hit. My proposal wishes to take that idea and implement it into other aspects of the experience, especially when you're actually enslaved by a kidnapper! As it stands now, if you attempt to hit your kidnapper while bound, you'll just be shocked with no further reprocautions, with nothing preventing you from just spam clicking until you die. Logically the kidnapper has nothing to gain from killing you, which is why you wish to replace the old enraged system where they just pull out a taser and zap you to death, so shouldn't this logic apply here as well? From most to least extreme, here are a couple of ideas that I think would help! 1. **Layered bindings**. I know that in the past you weren't exactly a big fan of this idea, but if the player is practically begging to be punished, then maybe this would be a good way to do it! By adding more restraint the player really does feel punished by attacking their owner, as it just makes escaping that much more difficult. (For balancing this would be a punishment reserved only for elite kidnappers as a “forced hand” punishment, meaning they went out of their way to achieve this outcome) 2. **Locking bindings**. Pretty self explanatory, the kidnapper just adds a padlock to the players gag or restraint if applicable to make it harder to escape. 3. **“Applying chloroform” to the player**. This will give them a “drowsy” effect, making struggling and moving as a whole more difficult. If this effect were to go up to 3, the player will black out and will be carried by the kidnapper instead of being led. Since the kidnapper is literally carrying the sleeping player, they'll be unable to resist at all for as long as the black out lasts. (Once the black out subsidies, the kidnapper will stop cradling their captive and will put them back on a leash, allowing them to struggle again) 4. **Tightening restraints**. Simply retying the captives restraints. (This punishment is only applied if they actually struggled before attempting to run hands with their captor while restrained) Let me know what you think NotEvil! In hindsight I'll understand if some of my ideas are unrealistic, but I'll be happy if this suggestion simply draws awareness to this portion of the tiedup experience! 😁 I also think that if these ideas were a little tweaked, they could easily fit in with the other punishments that the master npc dishes out to naughty pups :3
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NotEvil/TiedUp-Legacy#6
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