Rules for Romance in TTRPGs


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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?
Should a game engine be telling you how close you are to killing a baby were-seal?

So step 1 is get player consent.

Step 2: grab yourself a free copy of Modos 2, and prepare to dive into the Extended Conflict module (don't worry, it's only at a rules-count of 30-40).

Step 3: try to guess your crush's Goal. It could be anything, so some deeper-than-smalltalk conversation might be needed. Alternatively, if Metaphysical isn't your strong attribute (you'll be needing it later), you could probe your crush's acquaintances for clues, possibly using Mental or Physical contests for these.

Step 4: use your skillz! As often as the GM allows (probably once per scene), do something you'd hope aligns with your crush's goal, with a Metaphysical contest. If your crush a) finds you unattractive (looking at you, gnomes), or b) has a reason to avoid your advances, the crush opposes your contests with Metaphysical (willpower by default).

Step 5: get a clue! The GM tells you how close you are to guessing the crush's goal by assigning a progress die to your Pro contest (a Con doesn't make progress). Get a d4, and you're way off. Get a d12 and you're dead-on! The crush agrees to holy (or unholy) matrimony when you reach max progress. Note: this use of extended conflict assumes the PC will win eventually. So it's not a conflict of whether, so much as a conflict of when.

WARNING: if you win your crush's heart in one or two contests . . . it's probably too good to be true. "What if she's a zombie or a Dracula? I better hang on to this (gat)."
 

Should a game engine be telling you how close you are to killing a baby were-seal?
Yes, when needed. White Wolf published a pull-out game in issue #42 if their eponymous magazine called Seals of Satan, in which one side plays a team of profession seal clubbers and their allies (including Flipper and Lassie) trying to prevent an Apocalypse led by seven demonically possessed seals. It's obviously a bit dated (eg the final scenario has you trying to rescue the entire Clinton Presidential family from the White house as it's being overrun by seals) but surprisingly enjoyable and gleefully absurd. Whoever helped contribute to that 5.3 rating on BGG is a joyless uptight prat.

Weirdly, this post is not an April Fools Day joke.
 

Sorry, I missed this post and I have no idea what "Star-Crossed, using the Dread jenga tower rules" means. Can you point me somewhere I can learn?
 


I adore Monsterhearts, but it does not really have rules for romance. It has rules for attraction and social leverage because they are exploring possibly unwanted attraction (as in being attracted to someone despite yourself) and the sort of twisted social dynamics you often see in supernatural teen romance. You're not in love - you are turned on. The choice about what to do about that is still mostly up to you.
 

I honestly prefer the Monsterhearts route of attraction and social leverage via strings, because the way video games handle romance mechanics is frequently just some variation of love bombing, which is fine for a solo power fantasy but not really something I want to emulate in my tabletop games.
 

I honestly prefer the Monsterhearts route of attraction and social leverage via strings, because the way video games handle romance mechanics is frequently just some variation of love bombing, which is fine for a solo power fantasy but not really something I want to emulate in my tabletop games.

grumpy cat heart GIF
 

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

Because, in some genres of fiction, various elements of romance have what our games would describe as mechanical impact.

A knight who has won his lady's favor does better in the joust, for example. True love's kiss removes curses, and all that.

I'm not trying to threadcap: I'm into wherever this discussion goes (almost) but I'm curious why we need rules for sex?

Romance is not sex.

Edit to add, somehow, in flipping through pages, I thought I was responding to something later in the discussion. So, while this has to some degree been handled already, I'll just let the post stand because it is still an answer.
 

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