It is good that you brought the topic up, but generally, I found applying dice modifiers to love unnecessary - players who care about the characters and NPCs enough to be bothered by the concept of love will act it out - and sometimes deliberately fail rolls; likewise will they succeed without rolling against fear and the like when their loved ones are in danger; often these scenes will be entirely roleplay and no system.
So, good idea, but approach it from a different angle.
I have never forgotten about this one. But today it was brought to my specific attention. I have made some changes.
This kind of reminds me of Aspirations in the Sims - and I think this area could use more explorations.
A nice beginning, but like others have said, it could use more fleshing out. The article makes a compelling argument for reasons why to include love/romance in your game, unfortunately it stops short of giving tips on how to include it.
Expanding the article more with ideas on how to work romantic sub plots and interactions into ones game would make the article feel more complete to me, and vastly increase it's usefulness to readers.
An extremely good post about a topic that is glaringly absent from most supposed roleplaying activities. We (my players and myself) are trying to work that into our campaign. Since we do have Disads (Character flaws that help balance the character and give him 'hooks' for the GM to use), your idea of Addictions is a very good one, which we hadn't thought of.
Like most of the others, I would *love* to see your ideas on how to implement Romantic Love into a campaign. Please, please, give us some more. 4/5
A little hard to read and follow in spots, but a very nice and useful article. Two thumbs up.
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