The Spectrum Rider said:None of the PCs or NPCs ever fall in love?
No. And here's why: D&D has the following social skills: Bluff, Gather Information, Perform, Sense Motive, Diplomacy and Intimidate. It's pretty clear that none of these skills could be employed as a shortcut to roleplaying falling in love. Haggling over goods, negotiating for the release of hostages, pleasing a crowd, etc. are all interactions for which a dice-roll shortcut is available as an alternative to playing out the scene.
What this tells me is that one would actually have to play out the process of falling in love in greater detail than much more important things like the sample tasks I listed above.
Playing out falling in love is not socially appropriate in a gaming group for the following reasons:
(a) I think most normal people would find it uncomfortable to act out the process of falling in love with one of their friends
(b) Players other than the one falling in love cannot participate or contribute to this process so they are left as bystanders/observers of a socially awkward performance by their GM and a fellow player
(c) Successfully falling in love often escalates the form of interaction from the social to the physical; this aspect clearly has no place in the game
Flirt with the staff at the inn?
Yes. But this is uncomfortable to play out. Thus, people tend to want to play out scenes with no sexual overtones even if they are for the same purpose (ie. gathering information, currying favour with the local populace). Therefore, the interactions that get played out in local taverns are those that do not involve this component. In the last gaming group I ran, players fell into three categories: (a) straight men (b) gay men (c) my ex. Acting out flirting would be socially awkward with people in any of these categories. I could even add these categories (d) women I am interested in (e) women interested in me and we would still have a situation wherein acting out flirting would be inappropriate, awkward and icky.
Fondly remember the girl/guy they left behind when they started adventuring?
I think this is a great idea. I have no objection to it, firstly because it is an activity interior to the character and secondly because it doesn't take up any actual playing time.
Try to win the girl/guy of their dreams through bravery and heroism?
Again, great motivation. I do not object for much the same reason as above.
Get married for love?
If this was the case of a pre-existing relationship requiring no playing time, no problem. But the marriage wouldn't be especially relevant to the game or take up playing time. -- Unless it was the start of a kidnapping or extortion plot in which the bride or some part of her party was abducted; that, I could make use of but again, no playing time would be sacrificed to the actual relationship.
I have never played in a game, nor read a single fantasy novel, in which these sort of interactions were omitted.
I agree that these interactions are common in fantasy literature, although some of my favourite fantasy stories do not involve them at all such as the Hobbit or the Wizard of Earthsea. Or involve them minimally like Lord of the Rings, which gives just one chapter to the Eowyn-Faramir thing and consigns Arwen and Aragorn to an appendix.
But I think this is an example of something that works well in literature that does not work well in gaming, due to the social structure of gaming interactions.
It would seem oddly bland to me, like playing in a campaign world where no character ever enjoyed meal or loved his homeland.
Characters can enjoy their meals and love their homelands but this doesn't mean we have to play out the enjoying and loving. Characters can be motivated by things that never become a part of play. While I like to provide the occasional description of a meal in my games, many GMs do not and when I play games in which food is never described, I find I don't miss it.
And, by the way, if a player ever told me he wanted to play a black character (and didn't seem to be motivated by racism), I would find a way - even if the PC had to come from another continent or an alternate Material Plane. Because, why not? What harm would it do?
It could do all kinds of harm. In one campaign I ran, people lived on a small archipelago which had had no contact with the outside world in 819 years. A foreigner showed up with a specific mission and objective; the exceptional nature of this event shaped the game. So, if I had introduced a PC from a completely different region of the world who also somehow washed up on these islands, yes, tremendous violence would have been done to the campaign.