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<blockquote data-quote="aramis erak" data-source="post: 9571149" data-attributes="member: 6779310"><p>I've only seen a small handful of games where falling in love is forced by mechanics. <em><u>Pendragon</u></em> is one. Fate allows creating temporary aspect, and that can, without too much of a stretch, be a means of imposing a love (or hate, or disdain, etc) upon another. <em><u>Vampire The Masquerade</u></em> 1e is another, but it's a part of the blood bond mechanic, magic mind control. <em><u>Ars Magica</u></em>, it's a Rego Mentem spell effect, or a faerie power. It's also doable in <em><u>Mage: The Ascension</u></em>, but I don't remember the forces used. <em><u>ElfQuest</u></em> has the Recognition mechanic - it's not love, but it's irresistible rut instinct; it's also rare, and nigh-guarantees children resulting. </p><p></p><p>Of the games I've seen where it is mechanicalized, only <em><u>Pendragon</u></em> and <em><u>Fate</u></em> don't make it magic... tho' Love in pendragon has some profound effects. Including, if in a romance, a noticeable annual glory boost. And having a love score can do nigh-magical things in play via the Inspiration mechanic, so it's thematic and usually a benefit...</p><p></p><p>And <em><u>Fate</u></em>? Well, temporary aspects are just that - temporary, so unless the player opts to adopt it permanently, or a major concession on a social is needed, it goes away... but can be compelled a lot in the mean time. <em>Cortex Plus</em> and Cortex Prime also have </p><p></p><p>I'll note that R. Talsorian Games' RPGs almost all have background generators, and those can put good and bad romances in the character's past... but no mechanic for the present. Mongoose's version of <em><u>Traveller</u></em> does, too. But again, past only, not present nor future, and far less often than RTG. Jennell Jaquays' (as Paul Jaquays) <em><u>Heroes of [x] </u></em> series also included past romances good and bad.</p><p></p><p>Mechanicalizing Love an area where few games explicitly go, but the ones I've read that do do so for strong setting based reasons... </p><p></p><p>But Fate, Cortex Plus/Prime, and Pendragon, any long term (or in Fate and Cortex, short term, too) emotional state can be mechanicalized within the rules frameworks, and love is just a particularly potent one.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9571149, member: 6779310"] I've only seen a small handful of games where falling in love is forced by mechanics. [I][U]Pendragon[/U][/I] is one. Fate allows creating temporary aspect, and that can, without too much of a stretch, be a means of imposing a love (or hate, or disdain, etc) upon another. [I][U]Vampire The Masquerade[/U][/I] 1e is another, but it's a part of the blood bond mechanic, magic mind control. [I][U]Ars Magica[/U][/I], it's a Rego Mentem spell effect, or a faerie power. It's also doable in [I][U]Mage: The Ascension[/U][/I], but I don't remember the forces used. [I][U]ElfQuest[/U][/I] has the Recognition mechanic - it's not love, but it's irresistible rut instinct; it's also rare, and nigh-guarantees children resulting. Of the games I've seen where it is mechanicalized, only [I][U]Pendragon[/U][/I] and [I][U]Fate[/U][/I] don't make it magic... tho' Love in pendragon has some profound effects. Including, if in a romance, a noticeable annual glory boost. And having a love score can do nigh-magical things in play via the Inspiration mechanic, so it's thematic and usually a benefit... And [I][U]Fate[/U][/I]? Well, temporary aspects are just that - temporary, so unless the player opts to adopt it permanently, or a major concession on a social is needed, it goes away... but can be compelled a lot in the mean time. [I]Cortex Plus[/I] and Cortex Prime also have I'll note that R. Talsorian Games' RPGs almost all have background generators, and those can put good and bad romances in the character's past... but no mechanic for the present. Mongoose's version of [I][U]Traveller[/U][/I] does, too. But again, past only, not present nor future, and far less often than RTG. Jennell Jaquays' (as Paul Jaquays) [I][U]Heroes of [x] [/U][/I] series also included past romances good and bad. Mechanicalizing Love an area where few games explicitly go, but the ones I've read that do do so for strong setting based reasons... But Fate, Cortex Plus/Prime, and Pendragon, any long term (or in Fate and Cortex, short term, too) emotional state can be mechanicalized within the rules frameworks, and love is just a particularly potent one. [/QUOTE]
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