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Game: Bad management game Rules

Posted 10-16-2016 at 06:46 AM by CSasha
Updated 12-31-2016 at 06:00 AM by CSasha

Idea: A days or weeks long unfair game with tops as Managers and subs as workers. The workers have to work off tasks over the days, while the managers can add and interfere.

Click here for a ficitonal example or here for a real instance of the game.

Rules:
1. Preparation:

1.1 Players: You need at least one player for each of the two parties: Managers and workers. All players should have a Rewards/Likes/Dislikes/Punishments/Limits list and a PM dare list linked in their profile.

No player may PM dare, dare or control another player otherwise during the game except for the included actions.

In case any Managers have problems completing edges or orgasms, you should agree on a suitable alternative for them regarding their options in the Foreplay and the Main rounds.

1.2 Communication: If you have only one manager and one worker, you can run the game via PMs. Otherwise, you should use a forum thread for keeping each other informed.

1.3 Workers offer: All workers have to make a list of Tasks they can perform for the game in great numbers and define their circumstances. For example, a single Deepthroat for Cassandra counts when she hits the back of her throat with her favorite dildo. Don't take tasks with "hours" because there's no way to work them off faster.

Take care that the task difficulty is not too different for everyone and in total. You might consider adapting how a Manager Action affects the required amount of single tasks offered by the workers, with a higher increase per Edge for too easy tasks and a lower increase per Edge or no increase at all for tougher or more complicated tasks.

Optional workers can offer 'Rules' for the tasks or rounds, that you could obey while performing a certain task or play a certain round of the game. For example, staying naked, hands behind the back, or always addressing the Managers with 'Madam' or 'Sir".

Another option is 'Daily obligations', a simple task for every day of the game, for example, 20 crunches for every Manager and 10 squats for every worker. The players have to complete the Daily obligations every single day of the game starting with the main rounds. Any Manager or worker who didn't complete the Daily obligations until the end of their day lose the game and drop out of it.
This motivates the Managers to not overdo their bad management, and the workers to really try hard to get the work done. You can even settle a frequent increase in the Daily obligations.

1.4. Managers offer:

1.4.1 Schedule: Once preparation is complete, the managers will put up a Schedule and Boni. The Schedule consists of 3 to 12 Rounds. Each Round consists of 1 to 5 Tasks with a required amount of work to be completed for each Task, and an individual Payment for each Manager and each worker.

1.4.2 Payment: A Manager's Payment has to be some kind of tribute, a PM dare, another dare or task they are going to do. A kind of submission they don't do by themselves but for others.
A worker's Payment has to be something one or more managers do for the worker, a kind of pleasant and desired reward. Keep in mind that the very same individual Payment may be triggered several times during the game.

1.4.3 Boni: Boni are very big Payments for the end of the game.

1.5 Negotiations: The workers give feedback on the Schedule, make demands of changes etc., and then Managers and workers together negotiate final, consensual deal. The foreplay can begin.

1.6 Roleplay: For the flavor and fun, try to involve some roleplay. You are Managers and workers. So now that you know the Schedule and all players, in what kind of factory or company are you working? Is it fitness studio, a brothel, a bureaucratic office, a dildo factory or what else? Who are your customers? What is your market? Do the workers even know about the business at all?

And finally, what titles do you have, especially if you are a whole bunch of players. Certainly, there's an intern and a foreman among the workers, and any kind of Directors, Vice presidents, Chairmen, and Inspectors. Go ahead and try it.

In every announcement make it clear what action you take game wise, but beyond that, feel free to hold a speech for your 'Efficiency Demand', but especially in case of a 'Quality Demand'. Dare to let loose some bad management remarks as a Manager, address workers and maybe even choose your actions and targets based on their responses.

As a worker moan and mutter loudly while you bring in some heavily achieved progress or be proud of and cheer about a complete task or round. Put some feelings and expressions into your daily 'Back for duty', maybe according to your real feelings. Are you enthusiastic or feeling down today? Horny and eager to please? Then let all of us know.

Optional: An 'independent' role-play judge increases the worker's schedules for bad role-play of any worker and good role-play of any manager.

2. Foreplay:
The Foreplay takes a number of days equal to the Rounds the Schedule has. Every Manager can use the 3.4.1 Manager action 'Efficiency Demand' of the Main rounds three times a day during the Foreplay.

3. Main rounds:
3.1 Tracking: Managers increase the required amounts by their Manager actions or reset the worker's progress. Workers increase the progress by performing the tasks. Whenever Managers or workers make one of these changes, they have to update the track of these states, so that everybody can look up the current state. All players must comply with the rules and current state at their best current knowledge.

3.2 Days: Manager actions and worker progress are restricted by days. For every player, the day ends with the individual main sleep phase, and after it, a new day starts.

3.3 Daily worker's progress: The workers work through the tasks round by round. Before they begin performing any task, every worker has to announce 'Back for duty' once a day.

The current round is always the first round with any incomplete tasks. During the game, workers perform the tasks of the current round any number of times and increase their progress accordingly. BUT each worker may work on only one round each day!

3.3.1 Task complete: Once the progress reaches the required amount of that task, the task is complete.

3.3.2 Round complete: Once all tasks of the current round are complete, the round is complete. The next round becomes the current round, and the Managers have to take care for the Payment of everyone as defined.

3.3.3 Game end: Once all rounds are complete, the game ends and the Managers have to take care for the Boni for everyone as defined.

3.4 Daily Manager actions: Every Manager can perform one of the Manager actions three times a day. A Manager can use a single Manager action three times a day or mix the three actions in any order.

3.4.1 Manager Action 'Efficiency Demand': Announce the start of this action. After that, you have 20 minutes to edge as often as you like and can. Then you announce your number of edges in those 20 minutes since the announced start. The required amount of all incomplete tasks is increased by the number of your announced edges. If any other Managers announced the start of this action in the very same minute as you, all of you multiply this number by how many of you announced the start in the very same minute.

3.4.2 Manager Action 'Quota': Announce the quota for any task of the current round. Since this announcement, every single worker mustn't contribute more than one-third of the required amount of that task until the end of the individual day.

3.4.3 Manager Action 'Suspension': Announce the suspension of one target worker as long as every task remains an unsuspended worker who can work on it, in regard of 1.3 Workers offer. This worker cannot contribute to any progress for the rest of the workers individual day.

3.4.4 Manager Action 'Troubleshooting': Announce that you are up for trouble and seek a Challenge. Within the next 48 hours, the workers have to give you one within your limits. If they don't then you automatically succeed. Every time you start a try on that Challenge, you have to announce it. The Challenge may include a limited number of tries. You have to report the result of every try. Once you succeed the Challenge, all workers mustn't contribute any progress to any task for the rest of their individual day.

3.4.5 Manager Action 'Quality Demand': Announce the start of this action. After that, you have 20 minutes to orgasm. If you had an orgasm, then reset the progress of all incomplete tasks of the current round.

3.4.6 Manager Action 'Adapt to the market': Announce this action. When more than half of the managers announced this severe action, all progress is reset to zero, including even completed tasks and rounds. The increases of the required amounts by 3.4.1 Manager action 'Efficiency Demand' remain. The workers set up any number of severe punishment for each Manager, based on their Dislikes/Punishments/Limits, if they announced this action this time, how often the manager used this action before, how often it resulted in a restart, and if the managers feel regret, apologize or don't regret. The punishment's purposes are to penalize, recompense, rehabilitate and deter.

End: The game ends when all tasks and rounds are complete. Then the Managers have to take care for the Boni of everyone as defined.


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Comments

  1. Old Comment
    I think I like the idea of the game. But, I'm not sure I understand it. .maybe more of an intro would help make it clear what is going on before getting to the rules.
    Posted 10-16-2016 at 08:51 PM by HumbleSlave HumbleSlave is offline
  2. Old Comment
    CSasha's Avatar
    Thank you for the feedback, HumbleSlave. I've added an example. Hope that helps.
    Posted 10-17-2016 at 05:09 AM by CSasha CSasha is offline
 

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