
You could have the ability to craft a collar which can be put on KO'd characters... quality of the collar determines length of captivity (maybe 2-24 hours, time only ticks when you are online). A person who has been collared can be lifted/carried by the person who created the collar, and where they are dropped they have a degree of freedom of movement based on collar quality (like 50-100 tiles, etc). Once the collar degrades (or is picked off by the person wearing it, or broken by someone else) they are free to escape/teleport to their hearth fire.
This could add an interesting dimension to game play; after all, if you are KO'd and you have put enough advancement in your character and are collared to work for another person, you have a choice to work for them and live or defy them and be killed. This becomes a mutually interesting choice... as an aggressor could choose to collar you (which would create scents at the scene they collared you) or kill you.... and you, as a captive, then could choose to live and work while looking for escape or work until the collar wears out (a time that is neither visible to captured or capturer) and hope they don't kill you anyway... it would be an all 'round risk/reward system for everyone. A chance to live for victims and maybe escape or be rescued, and a chance to get temporary free labor for aggressive people.
Now, people are going to say, "But I wouldn't want to be captured or play a captured character".... and detraction is, "Do you want to be killed?" It gives both an attacker and victim a chance/choice, it's not something you *have* to live with.... as you can just refuse to work and be put to death, or left to starve in the woods or for wild animals, etc. But, it gives you a possibility of life.
What effects on game play could this have?
* It would definitely create villages or areas which are built by tyrants who enslave people.... but, there would also rise a faction of people who live and breath to free the oppressed, and give sanctuary, maybe generating loyalty and friendship in the process... and villages of freedom fighters who were formerly captured who rebel against the tyrant, etc.
* Obviously, as said, it's not something everyone has to be forced to endure if they get collared and don't want to play that way.... but, if you've been KO'd and collared, you really choose to have a chance to live working for someone else, many people would take it in the short term for a chance for survival and escape. Or you can just tell the person to screw off and they could kill you.... or leave you to starve or be mauled by bears, either way, you are/were dead. You simply had an extra chance at life before being murdered.
What do you think? Do you have ideas to expand on this, critique on this, to flesh it out and make it better/less, etc?