Template:Romantic Knots

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Romantic Knots
Romances aren't desired by every player, so don't feel like you have to invest in a romance if it isn't something that interests you. On the other hand, romances offer unique role-playing opportunities like dilemmas do, and can be very memorable and rewarding. A romance doesn't have to be chaotic and tragic, but it's more interesting for everyone if it is.

When you set a love for your character and become involved in romances, don't try to set at the beginning who your character will end up in a union with at the end. If that's the only resolution that will please you, then you should discuss it with the referee and start with the union as though the entire romance had played out without tragedy. If you are open other possibilities though, a romance can be very engaging.

Your first love will probably be a personality that you create. You might even create multiple personalities with interlocking loves and foes to form a knot that must be untied before any romances can succeed without tragedy. Involving other players in the knot can make it truly difficult (and entertaining), and give more opportunities to mix up the know with tragedies between gaining loyalty. Inserting a dilemma into the proceedings can also prompt the loyalty change that will spark a new round of embraces. A good rule of thumb is to envision a perfect mate for your character, and then make absolutely certain that person isn't really perfect will never be the final union. Then seize opportunities with other individuals that spin out of that starting point.

Most of the role-playing comes in initiating or reacting to the invitation to an embrace. The default assumption is that once an embrace succeeds a "fade to black..." occurs. Rare groups of players may find it desirable to go farther, but if you do it is strongly recommended you use John Stavropoulos' "X-Card" technique to make sure no one is uncomfortable. (In brief, put a card with an X on it on the table. If anyone taps or lifts it everyone agrees to drop what was happening and move on without having to explain why.) Not only does this technique help everyone remain in the game, it also makes it easier to push some envelopes.