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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9827566" data-attributes="member: 710"><p>I never used any romance rules, but I had "romance" in my longest running campaign, a 4E game centered on the idea of restoring the Nerath Empire and fighting off a group of Far Realms that wanted to basically destroy the material world because it its rigid (and for them, alien) structure is encroaching on the Far Realms (at least in their view).</p><p></p><p>One of my inspirations for a part of the campaign was three-parter from the Farscape series, where some sort of festival is happening where people are supposed to find a compatible mate and he kisses the princess - and turns out to be the only potential mate for her, since she was basically poisoned to be incompatible with others of her kind, and without the chance for a heir, she could not become queen. In Farscape, teh reason she was compatible with the main character was that her species is a human offshot (which they aren't really aware), just different enough that it circumvented the genetic manipulation done to her. In my campaign, the reason was that the character in question had some royal blood from the Nerath Empire in him, and that countered the magic against her infertility.</p><p></p><p>I stole also from Witcher, the idea of a rose of remembrance, a rose that, if plucked and then gifted to a person you genuinely love, will never wither, but if your love ends, it will die quickly.</p><p>Aside from the fun of the intial concept and dealing with suddenly expected to marry a woman you just met, the player characters would eventually stumble upon such roses and the player was given the choice - do you want to commit your character to this romance and will the rose stay alive, or will it wither. The player chose to commit.</p><p></p><p>That was fun, but there were not really any mechanics needed (aside from the usual social skill stuff required in the situation, which the Warlord character could handle reasonably well.) Everything important about it only came from roleplaying the characters and the situation (without going into any details).</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9827566, member: 710"] I never used any romance rules, but I had "romance" in my longest running campaign, a 4E game centered on the idea of restoring the Nerath Empire and fighting off a group of Far Realms that wanted to basically destroy the material world because it its rigid (and for them, alien) structure is encroaching on the Far Realms (at least in their view). One of my inspirations for a part of the campaign was three-parter from the Farscape series, where some sort of festival is happening where people are supposed to find a compatible mate and he kisses the princess - and turns out to be the only potential mate for her, since she was basically poisoned to be incompatible with others of her kind, and without the chance for a heir, she could not become queen. In Farscape, teh reason she was compatible with the main character was that her species is a human offshot (which they aren't really aware), just different enough that it circumvented the genetic manipulation done to her. In my campaign, the reason was that the character in question had some royal blood from the Nerath Empire in him, and that countered the magic against her infertility. I stole also from Witcher, the idea of a rose of remembrance, a rose that, if plucked and then gifted to a person you genuinely love, will never wither, but if your love ends, it will die quickly. Aside from the fun of the intial concept and dealing with suddenly expected to marry a woman you just met, the player characters would eventually stumble upon such roses and the player was given the choice - do you want to commit your character to this romance and will the rose stay alive, or will it wither. The player chose to commit. That was fun, but there were not really any mechanics needed (aside from the usual social skill stuff required in the situation, which the Warlord character could handle reasonably well.) Everything important about it only came from roleplaying the characters and the situation (without going into any details). [/QUOTE]
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