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Romance in Roleplaying
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<blockquote data-quote="James Heard" data-source="post: 1424293" data-attributes="member: 7280"><p>I've used romance occassionally to varying effect before in my games. There's been the occassional PC-PC, usually between players of the opposite sex though the genders might be the opposite of the players once or twice. When it's a guy and girl the situation seems to be a bit more planned in the "wouldn't it be cool if Pack the Barbarian and Esmerelca the Halfling got googly?" sort of way. The two female player thing seems to work too. Two guys though, it's like watching a train wreck happening in slow motion where everyone knows it's inevitable but everyone is still cringing. Of course, there's been exceptions to that rule too when some of our homosexual friends were playing - I think it's the ability to not wince when you're delivering the lines.</p><p></p><p>More successful in the long run seems to be the NPC-PC arrangements, which have ranged from the GM deciding to play up the fact that my perky minor noble female paladin that I was playing obviously had a really attractive CHA score by tossing lovestruck suitor after lovestruck suitor after her (after a while I was thinking of inventing D&D mace for walking home from the castle) to the guy who <em>begged</em> all of us fellow players not to <em>steal</em> his NPC fiance after we decided sort of subconciously that his character need more angst and started getting her drunk and setting her up with all the dwarves we knew in bars. That was about as funny as it sounds.</p><p></p><p>I think most of my games I run personally don't really foster love interests though. It's probably me, I'll let someone go with it if they initiate but it usually comes to a horrible gut-wrenching end and the players have probably picked up on it by now. Most of the games I run can quickly plunge into BoVD material in the interest of um...interest. Loved ones just aren't safe. I've been known to tell my players that they have to have brothers and sisters and wives and husbands in character creation just so "I have someone to die and make you have more reasons to battle evil". Hey, it worked for Batman.</p></blockquote><p></p>
[QUOTE="James Heard, post: 1424293, member: 7280"] I've used romance occassionally to varying effect before in my games. There's been the occassional PC-PC, usually between players of the opposite sex though the genders might be the opposite of the players once or twice. When it's a guy and girl the situation seems to be a bit more planned in the "wouldn't it be cool if Pack the Barbarian and Esmerelca the Halfling got googly?" sort of way. The two female player thing seems to work too. Two guys though, it's like watching a train wreck happening in slow motion where everyone knows it's inevitable but everyone is still cringing. Of course, there's been exceptions to that rule too when some of our homosexual friends were playing - I think it's the ability to not wince when you're delivering the lines. More successful in the long run seems to be the NPC-PC arrangements, which have ranged from the GM deciding to play up the fact that my perky minor noble female paladin that I was playing obviously had a really attractive CHA score by tossing lovestruck suitor after lovestruck suitor after her (after a while I was thinking of inventing D&D mace for walking home from the castle) to the guy who [I]begged[/I] all of us fellow players not to [I]steal[/I] his NPC fiance after we decided sort of subconciously that his character need more angst and started getting her drunk and setting her up with all the dwarves we knew in bars. That was about as funny as it sounds. I think most of my games I run personally don't really foster love interests though. It's probably me, I'll let someone go with it if they initiate but it usually comes to a horrible gut-wrenching end and the players have probably picked up on it by now. Most of the games I run can quickly plunge into BoVD material in the interest of um...interest. Loved ones just aren't safe. I've been known to tell my players that they have to have brothers and sisters and wives and husbands in character creation just so "I have someone to die and make you have more reasons to battle evil". Hey, it worked for Batman. [/QUOTE]
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