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Romance? Err... ok?
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<blockquote data-quote="fusangite" data-source="post: 2137264" data-attributes="member: 7240"><p>When people proclaim that they don't use Aristotelian physics in their games, I'm never surprised because I don't expect my game to resemble other people's in this respect. But I have to say I am overwhelmed by the prevalence of romance in people's gaming groups here. As it appears the original poster may never reappear, I wonder if I could hijack the thread a little and ask those who have posted so far a few questions:</p><p></p><p>1. Some social skills are more often summarized, condensed and glossed-over than others. Gather Information, for instance, is played-out far less than Bluff is. To what extent do people play out romantic (not sexual just romantic) interactions in their games and to what extent are they just glossed or summarized?</p><p>2. What percentage of the romantic interaction in your games is between player and player vs. player and GM?</p><p>3. After the cathexis/seduction process is complete and the romance is in place, how much playing time does it continue to occupy?</p><p>4. How do you avoid in-game romances creating uncomfortable out of game social dynamics?</p></blockquote><p></p>
[QUOTE="fusangite, post: 2137264, member: 7240"] When people proclaim that they don't use Aristotelian physics in their games, I'm never surprised because I don't expect my game to resemble other people's in this respect. But I have to say I am overwhelmed by the prevalence of romance in people's gaming groups here. As it appears the original poster may never reappear, I wonder if I could hijack the thread a little and ask those who have posted so far a few questions: 1. Some social skills are more often summarized, condensed and glossed-over than others. Gather Information, for instance, is played-out far less than Bluff is. To what extent do people play out romantic (not sexual just romantic) interactions in their games and to what extent are they just glossed or summarized? 2. What percentage of the romantic interaction in your games is between player and player vs. player and GM? 3. After the cathexis/seduction process is complete and the romance is in place, how much playing time does it continue to occupy? 4. How do you avoid in-game romances creating uncomfortable out of game social dynamics? [/QUOTE]
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