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Rules for Romance in TTRPGs
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<blockquote data-quote="hawkeyefan" data-source="post: 9613119" data-attributes="member: 6785785"><p>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. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9613119, member: 6785785"] 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. [/QUOTE]
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