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<blockquote data-quote="The Weregamer" data-source="post: 1590605" data-attributes="member: 18758"><p>Being the aforementioned, I figure I should chime in with my two cents here.</p><p></p><p>I have to agree with Dona that the (ultimately tragic) romance subplot we played through was probably the most rewarding role-playing experience I have had in 14+ years of gaming. It's only within the last few years that I would have considered myself mature enough for such a thing, but it adds something truly great to the gaming experience, especially in high fantasy gaming like D&D. Playing (responsibly) at that emotional level really makes characters come alive in their own right.</p><p></p><p>That said, you definitely have to be careful that the comfort level in the group stays where it belongs. A lot of OOC talking is necessary, both prior to and during the romance. Make sure the whole group, including the DM, are cool with being around and involved in this sort of roleplaying. Even characters who are not directly involved in the romance will have to deal with the characters that are on that level. You also need to make sure that everyone knows where the line between characters and players is, lest you end up with misunderstandings, hurt feelings, or both. </p><p></p><p>I also think that, the better established the group, the easier you will find it to incorporate romantic, and other equally emotional, subtexts into your games. Our group has been playing together for several years, and as such we are all very comfortable with each other, and have strong bonds that go beyond our weekly gaming sessions. This makes it easier to tackle more mature or difficult themes within our campaigns.</p><p></p><p>Like Dona, I see the potential value of mechanical advantages or rewards linked to such endeavors. It will help to reinforce the IC/OOC distinctions that are essential in these situations. I remember that most World of Darkness games had the True Love merit, which I always thought was a grand idea.</p></blockquote><p></p>
[QUOTE="The Weregamer, post: 1590605, member: 18758"] Being the aforementioned, I figure I should chime in with my two cents here. I have to agree with Dona that the (ultimately tragic) romance subplot we played through was probably the most rewarding role-playing experience I have had in 14+ years of gaming. It's only within the last few years that I would have considered myself mature enough for such a thing, but it adds something truly great to the gaming experience, especially in high fantasy gaming like D&D. Playing (responsibly) at that emotional level really makes characters come alive in their own right. That said, you definitely have to be careful that the comfort level in the group stays where it belongs. A lot of OOC talking is necessary, both prior to and during the romance. Make sure the whole group, including the DM, are cool with being around and involved in this sort of roleplaying. Even characters who are not directly involved in the romance will have to deal with the characters that are on that level. You also need to make sure that everyone knows where the line between characters and players is, lest you end up with misunderstandings, hurt feelings, or both. I also think that, the better established the group, the easier you will find it to incorporate romantic, and other equally emotional, subtexts into your games. Our group has been playing together for several years, and as such we are all very comfortable with each other, and have strong bonds that go beyond our weekly gaming sessions. This makes it easier to tackle more mature or difficult themes within our campaigns. Like Dona, I see the potential value of mechanical advantages or rewards linked to such endeavors. It will help to reinforce the IC/OOC distinctions that are essential in these situations. I remember that most World of Darkness games had the True Love merit, which I always thought was a grand idea. [/QUOTE]
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