[RPG] How to set up love interests for player characters

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A few of my players (2 out of 4 in the current group) would like having a love interest in our campaign. I feel like it's something that we can achieve, as the campaign is not too dark and into "classical" heroism.

My main problem is that I have no idea on how to include that element in the campaign.

My first thought was to create a roster of suitors, but I had trouble seeing how to add them into the story and how to make adequate NPCs for that particular purpose (i.e., not just based on looks).

Another point I had problems with is how to set up a system for developing love. It's not just a charisma roll — there are a lot factors involved winning the heart of the princess.

So how do I include love interests for player characters? Specifically:

  • How do I provide time for romance in a campaign based on fights and quests?
  • How can a player character strive to win the love of the object of their affection?
  • How can I entertain players that are not interested in such matters?

Best Answer

Do not cheapen relationships

Do not have a "romantic interest" NPCs, instead have real characters who may develop strong feelings for a PC.

Significant others are not quest items or things to be won through cheap tricks -- or for that matter expensive devices. To do so is to cheapen the life of the significant other. One cannot win the love of someone unless one lives in a romantic novel or uses chemicals whether potions or roofies. The latter kinda shifts the definition of "love".

You should aim to have NPCs that are fully fledged humans, with flaws and qualities, different physics and personalities. Let the role play between said characters bring them close to the PC. Make characters that the PCs want to spend time with, let feelings grow out of that.

If you wish to delve into homosexuality, you could have a same-sex NPC fall for one of the PCs and try to make their feeling known. This could be an interesting way to explore a different love story. Although, clearly an unconventional one. Ringil does spring to mind here.

Love as a "thing".

You can use love as a thing, this is not a bad thing in and off itself. For example:

Romeo and Juliet

Here love is taken as a plot point between two teenagers (the first one madly in love with someone else at the start of the play) who end up tearing their respective families out of their mutual hatred. Love here is but a McGuffin for the fulfilment of the story.

Les Liaisons Dangereuses

The Marquise de Merteuil and the Vicomte de Valmont are fine examples of what can be achieved in the art of seduction. If your characters are interested in that kind of romantic questing, then all the above is clearly less relevant. Targets are notches on the bed, nothing more than disposable pawns in the great game of seduction. In such a game, skill such as lying, subterfuge, and acting are paramount.

Tristan and Iseult

Here you have yet a different take on love. The whole quest is about the consequences of a falling in love: some tragic, some happy. This is the faery tale end of the spectrum: If your game is a faery tale where love is instantaneous and conquers all, then that's fine even if it is still a trope and thus needs to be done well.