If you game with a group that looks like the cast of 90210 or Glee! it really helps suspends the disbelief. I can accede on that point.
OK, clearly our concepts of 'attractive' differ somewhat... or are you a 13 year old girl?

If you game with a group that looks like the cast of 90210 or Glee! it really helps suspends the disbelief. I can accede on that point.
OK, clearly our concepts of 'attractive' differ somewhat... or are you a 13 year old girl?![]()
'Bluebooking' was first described by Aaron Allston in the Champions supplement "Strike Force". The 'blue book' in question is a standard (in the U.S.) blue book used to answer essay questions during exams. Instead of using it to figure out whether you passed or failed, the blue book was used for in-character dialogues, especially of the sort that many (presumably male) gamers might find uncomfortable.
Bluebooking describes short gaming sessions that do not involve the entire group, but which instead focus on the actions of one or a few characters.
Bluebooking is nothing more than writing out roleplaying and conversations between characters, rather than acting them out usually this takes place between game sessions these scenes could include:
thoughts or plans the character is having
private conversations with NPCs
private conversations between other PCs
past history (or future?!!) scenes
questions to the GM
etc...
Sometimes players feel uncomfortable acting out some scenes, or will want to keep some scenes private. We also use it to flesh out background events. Roleplaying character romances for example, can be very uncomfortable to do verbally in a game session setting, especially if there's a gender difference between the player/GM and the character. Admittedly modern e-mail can replace a lot of this type of interaction. This presents a perfect opportunity to use bluebooking. Bluebooking also has the advantage of permanence; you keep the written records of what went on, and can use them to create future scenarios.
S'mon's correct in that it's probably too long. I could see something like this working in a chat room format: where a few lines of text appear, and if you don't see "Vidar is typing..." you then put in a few more lines, and so on. "
when GMing a romance plot, I have a general idea of the NPC's attitude and motivations, but I don't plan/script stuff out, at most I might think of a line or so. Mostly it's more about getting in a sort of "What would Jane Austen/a Jane Austen heroine do?" sort of mindset - I use a lot of early-19th-century tropes for the Yggsburgh game. I always try to get inside the NPC's head as that helps make them seem like real people, and novel analogies are very useful for that, especially stuff which cares a bit about people's psychology, rather than focusing on action.
I definitely like to role play the NPCs (not a roll a d20 to seduce approach!), and I keep in mind that their world is more old fashioned than ours.
That said, my anti-creepiness rules of thumb would be:
1) Romance should be optional -- if the player isn't "into it", it will not come up. NPC's can signal being attracted to PC's, but if the PLAYER isn't interested in that aspect of role playing, let it be.
2) Sex should be a "scene cut" thing, like an old movie. OK, Butch the Barbarian and Booberella the Bar Maid and talking softly in the corner, and then sneak upstairs for the evening. Next morning, Butch is putting on his boots when . . .
I'm sure there are more I haven't thought of.