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.
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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
Excellent sub, (the youtube links are a nice touch!) This is a excellent resource for players of Bardic characters and/or GM's who want to add a touch of music to the taverns and inns without breaking with the genere (A few of these are perfect for Serenity & wild west games others for fantasy)
A couple years back I had burned a bunch of songs of varying flavors for my own campaign (combat, defeat, travelling, high seas, blizzard, strange magic, etc). Took me a while to compile. Pity this wasn't available back then; would've saved me a lot of time and headache (particularly since I'm not all that musically inclined).
I love it when an article really makes me think. This is a treasure for anyone who wants to enhance their musical presence within a game. I'm going to have to kick this around in my head for awhile and see if I can come up with any more to add to the list.
As a GM one always has to keep in mind some logical reasons for a "dungeon" existing, as well as working out some sane reasons why it is populated by monsters, traps, puzzles, etc...
This intro is as good as any, when it comes to that.
Will comment further as soon as I make some sense and semblance of all the math :)
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The challenge is to get the PCs to interact with the puzzle as part of the game world and not just as disembodied problem. Yep, theres the rub!