Rules for Romance in TTRPGs

Inspired by the mention of romance games in TTRPG Genres You Just Can't Get Into -and- Tell Me Why I'm Wrong About X Genre I Don't Like I want to ask about the rules for romance in romance TTRPGs. I have played out romance in games not dedicated to it, in fact it is a common theme. I've read the first Blue Rose rules and didn't find much rules for romance there, it was mostly a shaved-down D&D. I have no issue with romance in games. What I am wondering about are the rules for romance in games.

The first category of rules, that I have no problem understanding, are rules for how romance affects the game. I played Pendragon for a long time, where being inspired by romance was a constant trope.

The rules I see myself having a problem with are rules for creating romance. Most game engines can handle casual flirting, but leave actual romantic love up to the players without specific rules for how they happen. Is this different for games like Thirsty Sword Lesbians have rules for this, or is the romance itself a preexisting condition? I see problems with consent here, should a game engine really be telling me who I fall in love with? Anything beyond a casual flirt has this problem. Yes, its a smaller problem for NPCs, they are not as much avatars of their player (the GM in this case) as are PCs. Still tricky.

A third issue I wonder if these games handle is the internal development of the protagonist (here the PC). The way I read Pride and Prejudice, the main development is inside Elizabeth, she overcomes her pride and prejudice to be able to admit her love for Darcy. This seems like a very tricky thing to model in a game, I wouldn't know where to start.

Fourth, discussing Thirsty Sword Lesbians in the root thread, someone (sorry, can't recall who) compared it to Revolutionary Girl Utena. That game featured duels that were character analyses of the opponents, showing how their dreams and ambitions brought them in to fight and lose against Utena. I think a clearer example of this is in the anime Angelic Layer. Here the heroine is too young to engage in actual romance, but she deeply engages with the backgrounds of a series of antagonists, basically doing psychoanalysis on them as they fight with holograms on a tabletop. The crux of the story is the exploration of each personality, and the heroine actually helps them overcome traumas and background problems, becoming fast friends despite the defeat. I like to call this kind of fight Dramatic Combat and I would love to implement it, but have to admit I am at loss on how. Does any game even try to do this?
So get 20 people together and try to nail down what romance is......then you'll begin to understand why it will never be fully fleshed out in rules
 

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I recall hearing good things about the Pendragon rules for romance (though that's the sum total of my knowledge regarding them).
It abstracts it to a minigame, and requires zero actual in-character play of the romance. Which for me, makes it particularly useful.

Now, the passions rules make being in a romance a really good thing, but the mechanics of romance itself are not that detailed. Players who want to roleplay the trials can, and my players usually did.
 

It abstracts it to a minigame, and requires zero actual in-character play of the romance. Which for me, makes it particularly useful.

Now, the passions rules make being in a romance a really good thing, but the mechanics of romance itself are not that detailed. Players who want to roleplay the trials can, and my players usually did.
Thanks for the explanation; that's quite interesting. I'm reminded of Avalon Classic's PF1 supplement For Love or Power (affiliate link) which essentially systematizes the process of courting a spouse. It's something of a mini-game also, though it mostly relies on skill checks.
 

Thanks for the explanation; that's quite interesting. I'm reminded of Avalon Classic's PF1 supplement For Love or Power (affiliate link) which essentially systematizes the process of courting a spouse. It's something of a mini-game also, though it mostly relies on skill checks.
Pendragon's does, as well... but note that Pendragon's is, due to the nature of pendragon, intended to be one or two encounters with the beloved per year; for non-landholders, it's one adventure per year (landholders can have 3 seasonal events, and an adventure.)
 

There are two games I’m most familiar with that have rules for relationships. One is mostly by reputation, and that’s Apocalypse World. The other is through a good amount of play and that’s Spire, the City Must Fall.

Apocalypse game is famous for “sex moves”. Each playbook has an ability related to what happens when they have sex with another character. The game suggests to create triangles between PCs and NPCs to push things toward conflict. My extremely limited play of Apocalypse World didn’t see these moves come up at all, and although I was fine with that, I’m reading through the book now to possibly run a campaign, and I think they potentially add an element to play without being essential. I don’t know if my opinion on that will change the more I read the book.

In Spire, there’s a generalized mechanic called Bonds. They represent any meaningful relationship you have. So it’s not exclusively about romantic relationships, but works perfectly well with them. Because Spire is meant to be about the costs of being devoted to a cause, the way Bonds work is that you can rely on your Bonds to do things for you. When they do this, they risk taking Stress. The more Stress a Bond accumulates, the more at risk they are. Each session, the GM rolls for each Bond that took Stress in the previous session. Roll below the Bond’s level of Stress, and they take Fallout, which is all sorts of consequences the Bond my face, from minor things like they’re angry with you up to and including they are killed. The system works really well based on the focus of play. The PCs are given resources they can use and rely on, but puts them at risk for doing so.
 

I remember now that Paizo has romance/relationship rules in the jade Regent adventure path. This is a specific adventure, and there are a couple of romanceable NPCs, each of which have a score system to manage the relationship based on your actions. Its not a generic set of rules, but a similar list of plus and minus relationship rules could be made for other situation.

This adventure path involves a trip across the North Pole, so you are very much isolated along with these critical NPCs. Relationships can go south too, which has the potential for an explosive situation is a very constricted social space.
 

Why do you need rules for it? Can't romance just be roleplayed like when the party goes into a tavern to order drinks?

I'm not trying to threadcap: I'm into wherever this discussion goes (almost) but I'm curious why we need rules for sex?
Some people think conflict of any sort should have similarly detailed rules as those provided for hitting people in the face with a chair.

People might be uncomfortable with acting out a scene or are just bad at it and shouldn't be penalised with poor outcomes by the GM because the GM judges their roleplaying is poor, especially if the character sheet says Charisma +100, Wooing "It's over 9000!"
 



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