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General Tabletop Discussion
*Pathfinder & Starfinder
I need some advice on romance.
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<blockquote data-quote="ThoughtBubble" data-source="post: 2589280" data-attributes="member: 9723"><p>Well, there are two major ways to encourage romance, mechanically and story.</p><p></p><p>Mechanically: </p><p>Personally, I wouldn't make a new skill for it, instead using Bluff, Diplomacy, Sense Motive, Perform and Intimidate where appropriate. </p><p></p><p>The first thing I would avoid is making it a single skill check. Tell someone their hair is beautiful? Is it a lie? Bluff. If it's true, Diplomacy. Want to recite a poem or tell a charming story? Perform. I think I once got someon to dance with me because they were too scared to say no. Make it a series of smaller steps. Eye contact, sitting down, saying something casual, a bit of converstation, a coy smile, seeing if they're interested, seeing how interested, catching on to topics they like, and leaving a favorable final impression are all different things that could very easily be a little set of conversation and rolls.</p><p></p><p>Be liberal with what will work as cirucmstance modifiers. Flowers, neat stories, carefully planted rumors, wealth and conversational topics can all lead to having people think better of you.</p><p></p><p>Try to keep the DC's appropriate, and accessable to your audience. If you want everyone to have some evening socialization, even a 5 should enough to get someone to nod politely if they want to be out socializing. A ten can be enough to have a good evening with, provided the other party is willing.</p><p></p><p>The key to figuring out good DCs is going to be establishing how other people feel towards you. People who feel positive towards the act should be fairly easy to flirt with (5-10), standoffish people might be harder, while sequestered and hermit-like people will be much harder (30+ range).</p><p></p><p>Story/ world wise, you've got other stuff to worry about. So, where do people socialize in your world? When is it appropriate? When is it inapropriate? Are there limitations on who 'adventuring types' are allowed to flirt with? How many problems can some coinage smooth over?</p><p></p><p>Romance is fun in games because it provides some connections to other people. They have friends and connections, and by extention, so do you. They'll hear things, and so will you. Being romantically involved with a knight, for example, might open doors to meeting nobles, seeing jousts, education and a type of legitimacy you might not otherwise get. </p><p></p><p>I would probably reccomend against the random falling in love thing though. I understand why you're doing it, but you'll need to really think hard to see if it makes things better. I can far too easily see the scenario where someone gets stuck with an NPC they dislike for a long period of time and don't enjoy having to play around it. Especially since there isnt really a way to define your 'angry broding loner' concept as having love resistance +15.</p><p></p><p>Anyway, best of luck.</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 2589280, member: 9723"] Well, there are two major ways to encourage romance, mechanically and story. Mechanically: Personally, I wouldn't make a new skill for it, instead using Bluff, Diplomacy, Sense Motive, Perform and Intimidate where appropriate. The first thing I would avoid is making it a single skill check. Tell someone their hair is beautiful? Is it a lie? Bluff. If it's true, Diplomacy. Want to recite a poem or tell a charming story? Perform. I think I once got someon to dance with me because they were too scared to say no. Make it a series of smaller steps. Eye contact, sitting down, saying something casual, a bit of converstation, a coy smile, seeing if they're interested, seeing how interested, catching on to topics they like, and leaving a favorable final impression are all different things that could very easily be a little set of conversation and rolls. Be liberal with what will work as cirucmstance modifiers. Flowers, neat stories, carefully planted rumors, wealth and conversational topics can all lead to having people think better of you. Try to keep the DC's appropriate, and accessable to your audience. If you want everyone to have some evening socialization, even a 5 should enough to get someone to nod politely if they want to be out socializing. A ten can be enough to have a good evening with, provided the other party is willing. The key to figuring out good DCs is going to be establishing how other people feel towards you. People who feel positive towards the act should be fairly easy to flirt with (5-10), standoffish people might be harder, while sequestered and hermit-like people will be much harder (30+ range). Story/ world wise, you've got other stuff to worry about. So, where do people socialize in your world? When is it appropriate? When is it inapropriate? Are there limitations on who 'adventuring types' are allowed to flirt with? How many problems can some coinage smooth over? Romance is fun in games because it provides some connections to other people. They have friends and connections, and by extention, so do you. They'll hear things, and so will you. Being romantically involved with a knight, for example, might open doors to meeting nobles, seeing jousts, education and a type of legitimacy you might not otherwise get. I would probably reccomend against the random falling in love thing though. I understand why you're doing it, but you'll need to really think hard to see if it makes things better. I can far too easily see the scenario where someone gets stuck with an NPC they dislike for a long period of time and don't enjoy having to play around it. Especially since there isnt really a way to define your 'angry broding loner' concept as having love resistance +15. Anyway, best of luck. [/QUOTE]
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I need some advice on romance.
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