A TTRPG where someone ends up tied up for real (Any/Any) 18+
Posted: Wed Sep 17, 2025 9:31 pm
I love tabletop role playing games AND I live being tied up. There's tons of kinky themed ttrpgs out there, but I've never found one where someone gets tied up for real. Here's my idea to blend the storytelling and game elements of a dice game, with a very real aspect where someone is tied up and at the mercy of someone else before the game is over.
The Rules
One player is the DM, they present the obstacles, call for the player to make rolls, describe the results of the player’s actions and rolls, and act as the villain and all other characters in the story.
The player tries to overcome the challenges presented by the DM, using creativity, quick thinking, and the luck of the dice.
If the player succeeds in defeating the villain. The DM must submit and get tied up by the player (in real life). If the player fails, they must submit and be tied up (again in real life).
The player wins when they have overcome every challenge and figure out how to defeat the villain.
The player loses if they end up naked before they can beat the villain.
Clothes are Health
The player should start with 5 articles of clothing on. They chose what counts as an article of clothing.
Everytime they get a 1 or 2 on a roll, they must take off one article of clothing. Once they're naked, the dice part of the game ends. They get tied up by the DM, and the game continues entirely as a roleplay kink scene between the DM and (now bound) player.
Dice Rolls
Anytime the player tries something that has a chance of failure, they roll some dice. Depending on what attribute they use, they'll either roll 1, 2, or 3 dice. The player always takes the highest dice and uses that result.
5 or 6 - Their Action is successful. There may be new problems or challenges to deal with, but for the most part the thing they tried to do worked.
3 or 4 - Partial success. Something works for them, but something goes wrong or not as intended.
1 or 2 - Failure. Their Action doesn't work, or completely backfires. The player removes 1 article of clothing.
Attributes
Every roll is tied to one attribute.
Strength
Speed
Smarts
Skill
Savvy
Right before playing the game, the player should mark 1 beside 3 attributes, 2 beside one attribute, and 3 beside 1 attribute. That number is how many dice you roll whenever you make a roll of that kind.
The player describes what they're going to do, but the DM always picks what attribute they roll. DMs might also choose to give an extra dice or take away a dice for a particularly good/situationally effective or bad/situationally ineffective action.
Real Life Bondage - Player Subs
The player has fully stripped. No more clothes, no more fights, no more chances to beat the villain. The game transitions to a much more real role-play. There are no more dice, no more challenges, no more narration. Instead the role-playing continues entirely physically.
The DM should tie the player and treat the player in a way that fits the tone of the story they've been telling. For example:
A knight fails to protect a village from orc raiders. The DM collars the player, binds their wrists, and proceeds to keep them as their slave for the rest of the night. They keep their enslaved player on their knees, force the player to service them, throw them around and yank their collar whenever they find it fit to move them or you with them. At the end of the night, the orc (played by the DM) takes the knight (“played” by the defeated player to their bed and fucks their captured spoil of war.
Or
The rebel leader is thwarted and captured by the dictatorship. The rebel leader (played by the now naked player) is duct taped to a chair by the chief interrogator (played by the DM). The interrogator uses every torture at their disposal to get information from the rebel leader about the remaining rebels still at large. There’s no dice rolls to interrogate or resist the torture - the torture is all real. Once the rebel has finally spilled the beans, they learn the terrible truth that the interrogator has no plan on ending the torture just because they got everything they wanted.
The Bondage Scene ends whenever the DM says it does, or whenever the player gets free.
Real Life Bondage - DM Subs
The DM doesn't lose clothes as the game goes on, so it's more nebulous when they're defeated. In general, the DM should set a condition for themselves that means the player has won - usually the villain is meaningfully bested.
When the DM concedes the player won, they immediately submit. Like when the player loses, the roleplaying continues in real life. The player ties up the DM and continues the scene in a fitting way.
For example:
The witch (player) defeats the priest (DM) and takes control of their body. The witch makes the priest prepare themselves for the many rituals they have planned. They tie the priest face down, spread-eagle, and begin the ritual by dripping hot wax on their back, tracing arcane runes onto their skin in the form of burning wax. The witch shocks them with electricity, steals their breath into a bag until they're nearly on the verge of passing out, and ends their incantation with a sexual ritual.
Or
The hero defeats the villain, but rather than being them to jail, they handcuff the villain and bring them back to their secret base. Turns out the hero isn't so good of a person either. They keep the villain as their secret plaything, using them as they please, slowly breaking them down until they can build them back up as their loyal sidekick. The defeated villain is only released when they break down, beg to serve their captor, and proves their submission by giving themselves to the “hero”.
That's It
Let me know what you think! It's pretty bare bones / rules light because I assume anyone playing it is really just using it as a springboard for the fun irl rp and as a way for someone to get tied up. That being said, I still love a good ruleset / ttrpg so I wanted to make the rules at least somewhat coherent.
I may write up some sample scenarios for this hypothetical game. With the main focus being giving DMs ideas for what to do to challenge their player in game, and then ideas for what to do to their player if the player loses
The Rules
One player is the DM, they present the obstacles, call for the player to make rolls, describe the results of the player’s actions and rolls, and act as the villain and all other characters in the story.
The player tries to overcome the challenges presented by the DM, using creativity, quick thinking, and the luck of the dice.
If the player succeeds in defeating the villain. The DM must submit and get tied up by the player (in real life). If the player fails, they must submit and be tied up (again in real life).
The player wins when they have overcome every challenge and figure out how to defeat the villain.
The player loses if they end up naked before they can beat the villain.
Clothes are Health
The player should start with 5 articles of clothing on. They chose what counts as an article of clothing.
Everytime they get a 1 or 2 on a roll, they must take off one article of clothing. Once they're naked, the dice part of the game ends. They get tied up by the DM, and the game continues entirely as a roleplay kink scene between the DM and (now bound) player.
Dice Rolls
Anytime the player tries something that has a chance of failure, they roll some dice. Depending on what attribute they use, they'll either roll 1, 2, or 3 dice. The player always takes the highest dice and uses that result.
5 or 6 - Their Action is successful. There may be new problems or challenges to deal with, but for the most part the thing they tried to do worked.
3 or 4 - Partial success. Something works for them, but something goes wrong or not as intended.
1 or 2 - Failure. Their Action doesn't work, or completely backfires. The player removes 1 article of clothing.
Attributes
Every roll is tied to one attribute.
Strength
Speed
Smarts
Skill
Savvy
Right before playing the game, the player should mark 1 beside 3 attributes, 2 beside one attribute, and 3 beside 1 attribute. That number is how many dice you roll whenever you make a roll of that kind.
The player describes what they're going to do, but the DM always picks what attribute they roll. DMs might also choose to give an extra dice or take away a dice for a particularly good/situationally effective or bad/situationally ineffective action.
Real Life Bondage - Player Subs
The player has fully stripped. No more clothes, no more fights, no more chances to beat the villain. The game transitions to a much more real role-play. There are no more dice, no more challenges, no more narration. Instead the role-playing continues entirely physically.
The DM should tie the player and treat the player in a way that fits the tone of the story they've been telling. For example:
A knight fails to protect a village from orc raiders. The DM collars the player, binds their wrists, and proceeds to keep them as their slave for the rest of the night. They keep their enslaved player on their knees, force the player to service them, throw them around and yank their collar whenever they find it fit to move them or you with them. At the end of the night, the orc (played by the DM) takes the knight (“played” by the defeated player to their bed and fucks their captured spoil of war.
Or
The rebel leader is thwarted and captured by the dictatorship. The rebel leader (played by the now naked player) is duct taped to a chair by the chief interrogator (played by the DM). The interrogator uses every torture at their disposal to get information from the rebel leader about the remaining rebels still at large. There’s no dice rolls to interrogate or resist the torture - the torture is all real. Once the rebel has finally spilled the beans, they learn the terrible truth that the interrogator has no plan on ending the torture just because they got everything they wanted.
The Bondage Scene ends whenever the DM says it does, or whenever the player gets free.
Real Life Bondage - DM Subs
The DM doesn't lose clothes as the game goes on, so it's more nebulous when they're defeated. In general, the DM should set a condition for themselves that means the player has won - usually the villain is meaningfully bested.
When the DM concedes the player won, they immediately submit. Like when the player loses, the roleplaying continues in real life. The player ties up the DM and continues the scene in a fitting way.
For example:
The witch (player) defeats the priest (DM) and takes control of their body. The witch makes the priest prepare themselves for the many rituals they have planned. They tie the priest face down, spread-eagle, and begin the ritual by dripping hot wax on their back, tracing arcane runes onto their skin in the form of burning wax. The witch shocks them with electricity, steals their breath into a bag until they're nearly on the verge of passing out, and ends their incantation with a sexual ritual.
Or
The hero defeats the villain, but rather than being them to jail, they handcuff the villain and bring them back to their secret base. Turns out the hero isn't so good of a person either. They keep the villain as their secret plaything, using them as they please, slowly breaking them down until they can build them back up as their loyal sidekick. The defeated villain is only released when they break down, beg to serve their captor, and proves their submission by giving themselves to the “hero”.
That's It
Let me know what you think! It's pretty bare bones / rules light because I assume anyone playing it is really just using it as a springboard for the fun irl rp and as a way for someone to get tied up. That being said, I still love a good ruleset / ttrpg so I wanted to make the rules at least somewhat coherent.
I may write up some sample scenarios for this hypothetical game. With the main focus being giving DMs ideas for what to do to challenge their player in game, and then ideas for what to do to their player if the player loses