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     Kinks and the creative process... not easy.  First step, identify what is core to the 'brand'.  If the kink fits along with the branding, then there is rarely push back because interested parties already know what the property is about.  For example, lust is a meter in your game.  It's also a romantic harem brand, so I don't think anyone is going to have issues with themes of light BDSM since the core concepts are already present in the brand, even though they aren't fully implemented.

     If the kink is not core to the brand, then it becomes an issue of if the creative narrative would be compromised if the content is optional instead of mandatory.  If there is no compromise in the narrative if the content is optional, then making it optional is always preferable to mandatory.  This allows a player to opt out of the content with no value lost (good customer experience).  The best examples of this are the various games with opt in/out gay/lesbian/futa/NTR content.

     If the kink is necessary for the creative narrative and not on brand, this is what you really need to plan for and there is no one size fits all 'best' plan.  One method could be to get someone close to you whom you can trust as a sounding board (a positive bias toward you is ok).  Also get trustworthy people who will not leak content as critics to keep you grounded (an offsetting negative bias).  If you can make them all happy, you might be able to integrate the content no problem.  Their sensitivities can highlight ways you need to make online posts to give fans the fair warning of what is coming up, but that's not always a foolproof plan.  I'm not sure what the effect on reader numbers for ebluberry's S.E.X.pedition comic was, but I do remember the author signalled to the audience that a rape scene was going to occur in the future.  You might be able to look up forums from that audience engagement event to get a taste of the kinds of pushback you can expect with sensitive, off-brand kinks.