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Polyamarous Game Design
Being Polyamarous is an extremally important part of me. Having had multiple partners for many years now, lasting, loving relationships that have made me the woman I am it's important that the art I create also reflects this. However, I've failed many times to kind of capture the polyamorous spirit in my work and it's something I think is complicated to capture in the shorter narrative work I used to do. Now that I am mostly working in TTRPGs I am presented with a new questions of how to do this kind of representation.
While I've done several TTRPG projects over my couple of years of having moved into this space I think the biggest examples of me working poly forward design are my Story Synth game The Polycule's Grand Multiverse Adventure! and my work on Thirsty Sword Lesbians.
[Art from Thirsty Sword Lesbians by Matte Bat] A thing that really attracted to me to Thirsty Sword Lesbians when I was just a fan of it and not yet brought on to write Yuisa Revolution and The Matriarch was how polyamorous the game itself was. Getting smitten was never limited to one person at a time, you could finally kiss in a dangerous moment with multiple people, you could exchange strings for people, The Scoundrel's one in every port had serial monogamy that could easily bleed into polyamory. As far as I know a lot of like how polyamarous the game was at the time wasn't intended but sometimes the simple act of just not placing limits and making something feelings forwards makes something more polyam than most.
When I was working on Yuisa Revolution I was trying to make a setting that encourage polyamory but never like made you feel pressured into being polyamorous. I made sure to really encourage open love as a part of the culture of Yuisa. I was looking to create a little anarchist utopia in this setting.
With The Matriarch I took a different approach which was the Family Mechanic. While the gut instinct is to go mom for the playbook I mention in the information section that your family can be a Polycule. I designed the core mechanic to not just work for a caretaker type relationship but equals meaning your family could be two partners and a dog, two partners and a kid, three partners, or whatever kind of orientation you want to do. I wanted a lot of room for The Matarich to be more then one thing and to hold the level of flexibility that other playbooks had.
With The Polycule's Grand Multiverse Adventure! I was taking For The Queen's formula then shifting it to become a player lead force of curiosity. It's a fairly simple game but one I put a lot of thought into. The biggest concern for me was the end point of the game, I didn't want to make it feel like now everyone get peer pressured into picking one universe. So I made sure to include a reassurance that everyone could pick the universe that felt like home to them and it would be easy to visit each other. The little ending section serves as a little way for the players to also debrief about what they enjoyed, what they didn't and things like that.
This moves me to the present where in Thirsty Sword Lesbians: Falling Deeper the biggest focus of the expansion is on long term relationships. These kinds of relationships are really important to me. I've been with my Fiancé for over 14 years, been with some of my GFs now for over 7 years, and been with my most recent GF for over a year. I'll probably talk more about this specifically later but it's relevant here because notably I am polyamorous and in relationships of various forms of long term. Yet, most narratives around relationships are monogamous and creating polyamarous mechanics that are less like "no one is stopping you" and more like supporting the actual relationships presents a requirement to actually really consider how to "gamify" the relationships.
As of now the direction we're going is to do coupling but basically allow unlimited amounts of using these mechanics. Focus on the individual dynamics between particular partners as opposed to the widder Polycule's interactions. I think they can be tweaked though to allow for the whole table to engage in them, it's just currently designed with the pairing in mind. Which is consistent with how TSL works in general anyway. I am really happy with how it looks so far but I want to see in playtesting how it looks for a polycule with a few relationship playbooks in action.
The way relationship playbooks work right now is they push a drama for the characters based on their type of relationship or a particular conflict the players want to see. So seeing how a player has a few of these plus their playbook will really be the test for this kind of system.
Outside of this I want to experiment with ways to do polyamory mechanically, in my card game, Soul Of The Hero, that is currently in development right now I am playing with a polycule symbol and that indicates a character is part of a particular polycule and that also gives them a bonus. Where as individual extra strong relationships might be mention the character by name.
If you know any games that have done polyamory in a neat way please let me know, I would love to study some more polyamorous games and see the other ways people use the medium of games to express polyam life.
"I love you and I mean it the way I've never meant it before."
- cheerlessxperfect
Your wits and your bubbly personality melt every fiber of my self control each passing day that I get to know the amazing person that you are.

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Falling Deeper - The Mechanic
Falling Deeper is a mechanic coming to the expansion Thirsty Sword Lesbians: Falling Deeper. This mechanic was the spark that started off the 3rd expansion. It's a fairly simple mechanic meant to come after your smitten. You do a new question but now it asks you to define a positive thing about the relationship between you two. A sweet counter point to the scary smitten feelings although it doesn't mean tension still might not be there.
So me, April, and some of our friends are in a game of Masks using April's homebrewed Catch Feelings rule for Masks. I had been working on a Thirsty Sword Lesbians mechanic inspired by the Brace Your Heart optional mechanic for TSL. So being only newly friends with April and everyone I really wanted to impress them and I really loved my mechanic idea so I made the Falling Deeper mechanic officially a thing a home brew add on to a homebrew add on. I wanted us to be able to use it and seeing everyone like it I was inspired to finish the TSL version, so I did.
I was working on other TSL ideas after I had finished that and at first I thought it might just be a bunch of stuff to put up on Itch.io like I did with The Swindler but April had also been making a lot of other stuff and we had been working with each other on all our other projects for TSL so we decided to combine forces to push design choices we had. As well on work on some new concepts we both had in mind after talking to each other.
We both wanted to make something that focused on long term relationships with Falling Deeper having been the kind of spark of inspiration for that. In the final game it might be called something different but we more or less have everything about this move locked down now.
Falling Deeper is a new question that works similar to Smitten, when there is a moment that swells your character with feelings after they had already become smitten with a character they can Fall Deeper. They answer a question personalized to each playbook like smitten, for example for The Devoted the question currently is "How does this person make you like your being treated as special as you treat your devotion?" You'll answer that question and then once you do you can Mark XP, Clear a Condition or give that person a string on you. These questions are typically framed less drama forward but more as positive questions to get you to exam how your character is growing in their arc. This gives the player a moment to pause on how the relationship is something positive and healthy and despite what challenges it might face, there is something good here. Obviously, you can Fall Deeper in a different situation but the basic framing works like that.
Originally it had bigger benefits but we decided when working on it that it made more sense for this to be a smaller mechanic to give it some weight as a nice soft moment without it being a thing you feel more compelled to do. We are adding a lot more relationship mechanics and exciting new things to Falling Deeper so look forward to this whenever it's ready to show. I figured It just be nice to share the core spark that me and @gayspaceshipgames had to working on this big undertaking. It's been so much fun making all this and I think it's going to be a must check out expansion.
UNPROCESSED
"Everyday feels like the first time.
The first time I saw you.
The first time you said a word.
The first time our skin touched.
The first time you came close.
The first time you held me.
The first time you caressed my hair.
The first time we stared.
The first time you said you love me.
The first time we held hands.
The first time we hugged.
The first time we kissed.
The first time I fell.
Everyday you make me feel like it's a fresh start. Everyday you make me feel like it's a new love. Everyday I feel special...
And everyday I fall deeper."