Difference between revisions of "Romance"

From AF wiki
Jump to: navigation, search
 
(7 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
A romance follows the ebb and flow of your intimate relationships. Romances take place during [[narration]], and can extend out across many sessions of game play. There are rewards for being involved in a romance, but also risks. Once involved in a romance, you will need to track its progress on a separate [[romance sheet]]. You may choose to begin play with up to three relationships with [[denizen]]s you create, however the referee will control those denizens during play and has input on the obstacles.
+
Romances extend across many sessions of game play. Once you start a romance create a romance sheet for it. You may start play with preexisting romances. Each romance costs 1 wits, and all the points of involved denizens can’t exceed your own points.
  
==Meeting==
+
The referee or another volunteer controls those denizens during play, and all the romance details are set once the game begins. Just because you started the romance doesn’t mean it will last, or that the denizen won’t pursue other romances.
Romances happen across a series of meetings. A meeting may include sexual contact but doesn't necessarily have to. Starting a meeting requires that you be in the same location as those you intend to invite, and that no one else is present. Meetings are most common between two characters, but any number of characters may be invited. Inviting others ('calling a meeting') costs you 1 wits. If anyone rejects the invitation there is no meeting. If all accept then you all attempt a [[heart]] check (called a [[flirt]]), and note your success or failure margin for the outcome below. A meeting counts as a [[project]] if you are in a [[crisis]]. The referee has final say on whether a [[denizen]] will accept an invitation or not, but as a rule of thumb a reaction bonus usually equates to participation, and anything else results rejection.
+
  
==Flirting==
+
==New Romances==
Look at the outcomes for the flirt checks of all participants. If any check fails, the meeting ends prematurely due to an '''interruption'''. If all checks succeed the meeting is considered a success and all participants are happy. Just exactly what success means can be defined or left vague according to player desires. Note that having a successful meeting is a goal, which grants you +1 AP the first time you achieve the goal and recovery of wits on every subsequent success. The participant with the highest success margin is in control of the meeting, and may choose if it initiates a new romance or grows an existing one.
+
You can start a new romance by spending 1 wits. Put an R in the wits circle; it can’t be recovered so long as the romance is active. As the initiator, you hold the romance sheet and begin filling it in. The referee may have denizens start a romance, in which case they hold the sheet.
  
==Creating a New Romance==
+
You give the romance a name from of each participant, or optionally a name made of components of the participant’s names. The romance sheet then has a space to list the participants, and a brief description of how the participants first met. Then there is space for successful kisses and obstacles.
If you win control of the meeting, you may choose to create a new romance if one doesn't already exist for the participants. Starting a romance is optional. You give the romance a name from of each participant, and optionally a name made of components of the participant's names. So if it was Bob and Jenny in the meeting the romance might be called Bob/Jenny (Benny) or Jenny/Bob (Job). If Doug was included too the romance might be named Bob/Doug/Jenny (Bugny), and so on. The romance sheet then has a space to list the participants, and a brief description of how the participants first met one another. Then there is space for obstacles and tragedies.
+
  
==Obstacle==
+
==Obstacles==
A romance must have a minimum of three obstacles, but may have more. Each participant selects or rolls for an obstacle, and if there are only two participants the other players select the third. Faults may add extra obstacles, and even more obstacles may be added during play. After a successful meeting you may eliminate one obstacle, so long as its listed elimination condition is also met.
+
A romance starts with an obstacle for each participant. You can suggest an appropriate obstacle, but the other players choose the actual obstacle for each, with the referee breaking any ties.
#'''Apathetic Attitude:''' Cleared when all participants have quit the romance, suffered a tragedy, and then rejoined it.
+
#'''Cheating hearts:''' Cleared after all participants reject 3 other invitations in a row.
+
#'''Contradictory promise:''' Cleared when all participants lose 2 dots of loyalty.
+
#'''Deal breaker:''' Cleared after all participants eliminate a fault.
+
#'''Influential rival:''' Cleared when any participant beats the rival to a contested goal 3 times in a row.
+
#'''Socially unacceptable:''' Cleared when all participants have a [[Prestigious Reputation]].
+
  
==Interruption==
+
Faults and tragedies may add obstacles for a participant. A romance can’t become a union until all the obstacles have been cleared. Each cleared obstacle grants a permanent +1 bonus for kisses. Some possible obstacles include:
If one or both checks fail the meeting is interrupted. If interference occurs the interruption is upgraded to a '''tragedy''' instead. The referee may select an appropriate interruption, roll randomly,or create a unique interruption. Consequences for the failure margin depend on the interruption. If you fail you must suffer at least half the consequence (rounding up) on your own, but successful partners may choose to take up to half of your consequences (rounding down) if they choose to. If everyone fails, then everyone suffers their own consequences.
+
*Apathy: Score a 5+ passion kiss. This kiss doesn’t need to be within the romance, jealously makes an impression too.
#'''Embarrassing situation:''' Lose wits equal to the failure margin.
+
*Clarity: You must eliminate at least two  other romances with passion or dedication, and have only this romance active.
#'''Inconvenient illness:''' You and individuals equal to your failure margin catch a disease. If the disease is dangerous each person infected counts as two.
+
*Destiny: You have a destiny (see page xxx) that must be resolved.
#'''Mood shift:''' Lose focus equal to the failure margin. If you don't have enough focus you quit the romance.
+
*Outsider: You must prove yourself to your partner’s family and society. Gaining a tier 2 reputation is one way to gain their acceptance.
#'''New arrival:''' Add an influential rival to the romance, participants will reject meetings from you and accept meeting from the rival equal to the failure margin.
+
*Rival: You must completely humble (but not kill) a romantic competitor.
#'''Overlooked loss:''' Lose a tier 0 asset if the failure margin is 1-2, a tier 1 asset if the margin is 3-5, or two tier 1 assets if the margin is 6-9.  
+
*Secret: You must discover another participant’s darkest secret. When you actually discover the secret they lose 3 emotion, or end the romance if they don’t have enough emotion.
#'''Sudden danger:''' Lose hits equal to the failure margin.
+
*Shortcoming: You must eliminate a specific fault. A fault that already counts as an obstacle can’t also be a shortcoming.
 +
*Suspension: Only time eliminates this obstacle. After each month of real time playing roll a die. A red result finally eliminates the obstacle.
 +
*Vow: You made a difficult promise and must fulfill it.
 +
 
 +
==Kisses==
 +
Romances happen across a series of attempted kisses. All the participants must be in the same location. You can invite others to kiss at any time, and if you are invited you simply choose whether or not to accept.
 +
 
 +
Denizens accept or reject you based on a check. They referee chooses which the denizen would rather you check: appearance or heart, depending on the denizen’s personality. If you succeed they accept the kiss. Circumstance modifiers, especially style, heavily modify this check. If anyone declines, then no kiss happens.  
 +
 
 +
==Emotion==
 +
If everyone accepts, each participant chooses an emotion to roll for: passion or dedication. Appearance checks add one passion per success level to one participant (your choice). Heart checks add dedication. You can use the Furious modifier to go for two different checks, each with a penalty.
 +
 
 +
If you have more than one romance, your total dedication across all of them may not exceed five. Passion remains separate for each romance, but with each kiss you lose 1 passion from all your other sheets.
 +
 
 +
If any check for the kiss fails, the kiss  is interrupted. If every check fails each romance sheet loses one emotion (owner’s choice). If the sheet has no emotion to lose the owner must eliminate the sheet or lose wits instead. If any check within the kiss generates interference a tragedy occurs.
 +
 
 +
If a participant doesn’t have a romance sheet they either gain one (no wits cost) or gain 1 focus instead. If they do have a sheet, new emotions don’t add, just take the best of the two values.
 +
 
 +
Anyone in the same location may contest the kiss, which opposes every check within it. If the outsider beats all the checks they trigger a tragedy.
 +
 
 +
==Interruptions==
 +
When any check within a kiss fails, roll to see what random interruption stops the kiss. Record the result on each romance sheet.
 +
 
 +
{|Border="0" cellpadding="5" cellspacing="0"
 +
|'''Result'''||'''Base Speed'''
 +
|-
 +
|1||Danger: Unexpected peril intrudes on the private moment; Each participant suffers 1 hit.
 +
|-
 +
|2||Distraction: Trouble elsewhere draws the lovers attention; participants each lose 1 focus.
 +
|-
 +
|3||Scandal: Witnesses arrive at an awkward moment; participants lose 1 wits.
 +
|-
 +
|4||Scorn: The emotion just isn’t there; each romance sheet loses 1 passion or dedication.  
 +
|-
 +
|5||Trouble: A fight breaks the mood; participants suffer –1 penalty on heart checks until another kiss.  
 +
|-
 +
|6||Roll and add until you get another result; suffer the same penalty again for each 6.
 +
|}
  
 
==Tragedy==
 
==Tragedy==
A tragedy is a significant unfortunate event results from the participants' romance or their foes' reactions to it. A tragedy may have multiple consequences such as injuries or deaths, the loss of assets, or the addition of new obstacles to the romance. A tragedy may force checks, complications, or encounters to mitigate the results. When a tragedy occurs, you negotiate the effects with the referee. Other players are encouraged to suggest complications and effects. The optional table below may be used either directly or for inspiration:
+
Horrible events occur, and somehow the romance is the cause of it. A tragedy is always public, so it will alert partners from other romances that you are in another relationship. Other players are encouraged to suggest unique complications or how effects relate to the relationship. The optional table below may be used either directly or for inspiration:
#'''Bitter betrayal:''' The betrayer is forced to quit the romance, and may only accept meeting invitations again after joining a different romance. Once all participants have become a betrayer and been betrayed this tragedy is resolved.
+
 
#'''Dire disappearance:''' A participating denizen (or close ally denizen) is kidnapped or lost. Participants lose either all hits or all wits, whichever is larger. Once the missing denizen is found this tragedy is resolved.
+
{|Border="0" cellpadding="5" cellspacing="0"
#'''Falling fortune:''' Participants are strapped and lose all equipment assets. Allies are also strapped from being caught in the crossfire. Once you regain equal value worth of assets this tragedy is resolved.
+
|'''Result'''||'''Base Speed'''
#'''Public shame:''' Participants continuously lose any positive reputation assets and gain a [[reaction]] penalty. Once all participants lose a [[Prestigious Reputation]] this tragedy is resolved and the effects end.
+
|-
#'''Senseless death:''' A personality is killed or commits suicide. You will reject all meetings until after a respite. An investigation is required to determine whether the death was malicious, an accident, or suicide. Once the investigation is solved the tragedy is resolved.
+
|1||Betrayal
#'''Trying revelation:''' A new obstacle is added to the romance, but it costs the romance a devotion. If the romance has no devotion to lose then all participants quit.
+
|-
 +
|2||Catastrophe
 +
|-
 +
|3||Death
 +
|-
 +
|4||Disappearance
 +
|-
 +
|5||Enemy
 +
|-
 +
|6||Obstacle
 +
|}
 +
 
 +
*Betrayal: One participant in the romance betrays another. Players get to choose whether to betray or be betrayed. The betrayer chooses one participant to keep one emotion, and all other emotions are eliminated.
 +
*Catastrophe: Lose the highest tier asset owned by anyone within the relationship. Reputations and other assets that aren’t equipment count! If no one has a tier 2 asset or better then lose all tier 1 assets and become strapped.
 +
*Death: Someone close to all the participants dies because of the romance. This might be due to neglect, despair, or just getting caught in dangerous crossfire. All participants lose wits, in addition to the loss of the denizen.  
 +
*Disappearance: A non-player participant in the romance is separated from you and removed from play. It could be a mysterious kidnapping, sudden departure, or even a coma. The referee will set a goal that must be resolved before the character returns and the romance may continue.
 +
*Hatred: The romance itself gains a powerful enemy. Usually this foe is connected to one of the participants and can’t be directly confronted until they overstep. This foe will try to interrupt kisses, support opposing romances, and try to keep the participants apart.
 +
*Obstacle: Add a new obstacle to the romance. Any participant may overcome it.
 +
 
 +
==Unions==
 +
Once each participant has 6 or more emotion invested in the romance, all obstacles are cleared, and if all participants agree, it becomes a union. The transition from romance to union requires a ceremony with witnesses, but the ceremony doesn’t have to be legal or religious. Any rivals, participants from other romances, and representatives of former obstacles will arrive to attempt to disrupt the ceremony.
 +
 
 +
If the participants avoid getting knocked out for a full exchange the ceremony counts as successful, and they are now in a union. The romance sheets lock, no new romances may be started, and any other romances are completely eliminated.
 +
 
 +
Each participant gains a Legacy asset, and may spend one another’s focus when in the same location. The union remains locked until one of the participants dies.
 +
 
 +
==Breakups==
 +
Not every romance will last. You can eliminate a romance sheet with no emotion at any time, and recover any wits spent to create it.
 +
 
 +
If the sheet has emotion you must give instead give it to one of the other participants. They have the option of either holding on to it, or giving up their own romance sheet. If all participants give up their romance sheets then the romance is eliminated as above.
  
==Union==
+
However if anyone keeps the sheets the romance remains active. The participant holding the sheets may spend emotion from your sheet to add dice to checks or damage against you. Any wits damage you deal to them eliminates emotions from your sheet first.
Once you have a total of five devotions the next successful meeting will upgrade the romance to a union. A devotion is either a resolved tragedy or a cleared obstacle. Note that devotions may be lost, so you may have to earn more than five. After that last meeting, all participants in the romance gain a [[Lasting Union]] asset and a [[Legacy]]. A lasting union only allows meetings within the union, but participants in the union may share focus with each other. All participants of other romances are forced to quit, and any devotion in those romances is lost. A union asset may be lost, most often when a participant dies or commits a particularly bitter betrayal. If a union is lost so is all devotion in the romance (if even still applicable) and you may start new romances normally. Note that even if the union is lost any legacy remains.
+
  
==Quitting==
+
When all the emotion from your sheet is gone it is eliminated as above, and you recover any wits that were tied to it. The other participant may either eliminate their sheet, or hold on to it in hopes that someday you will accept another kiss!
Not every romance is forever. After any meeting where you have control you may quit. Some events may force you to quit a romance without requiring a meeting. Once you quit you hand over the romance sheet to any remaining participant, who has the option of either taking it or quitting too. If all participants quit the romance is eliminated without further effect. However if the participant holds on to the sheet the romance continues without your participation. The participant suffers a penalty (-2) on any check against you, but may also [[redouble]] any check against you. If you fail a flirt for another meeting then the holder may give you interference at the cost of a devotion from the romance. If there is no devotion to lose the sheet is eliminated as though all participants had quit. If you accept a meeting within the romance you become a normal participant again and regain possession of the romance sheet.
+
  
 
==See Also==
 
==See Also==
 
*[[Romance Sheet]]
 
*[[Romance Sheet]]
*[[Narration]]
+
*[[Deliberation]]
 
*[[Dilemma]]
 
*[[Dilemma]]
 
*[[Expedition]]
 
*[[Expedition]]
 
*[[Investigation]]
 
*[[Investigation]]
  
==Relevant Abilities and Faults==
 
*[[Seduce]]
 
*[[Lovelorn]]
 
  
{{v251}}
+
{{v252}}
  
 
[[Category:Mode]]
 
[[Category:Mode]]

Latest revision as of 21:39, 13 May 2016

Romances extend across many sessions of game play. Once you start a romance create a romance sheet for it. You may start play with preexisting romances. Each romance costs 1 wits, and all the points of involved denizens can’t exceed your own points.

The referee or another volunteer controls those denizens during play, and all the romance details are set once the game begins. Just because you started the romance doesn’t mean it will last, or that the denizen won’t pursue other romances.

New Romances

You can start a new romance by spending 1 wits. Put an R in the wits circle; it can’t be recovered so long as the romance is active. As the initiator, you hold the romance sheet and begin filling it in. The referee may have denizens start a romance, in which case they hold the sheet.

You give the romance a name from of each participant, or optionally a name made of components of the participant’s names. The romance sheet then has a space to list the participants, and a brief description of how the participants first met. Then there is space for successful kisses and obstacles.

Obstacles

A romance starts with an obstacle for each participant. You can suggest an appropriate obstacle, but the other players choose the actual obstacle for each, with the referee breaking any ties.

Faults and tragedies may add obstacles for a participant. A romance can’t become a union until all the obstacles have been cleared. Each cleared obstacle grants a permanent +1 bonus for kisses. Some possible obstacles include:

  • Apathy: Score a 5+ passion kiss. This kiss doesn’t need to be within the romance, jealously makes an impression too.
  • Clarity: You must eliminate at least two other romances with passion or dedication, and have only this romance active.
  • Destiny: You have a destiny (see page xxx) that must be resolved.
  • Outsider: You must prove yourself to your partner’s family and society. Gaining a tier 2 reputation is one way to gain their acceptance.
  • Rival: You must completely humble (but not kill) a romantic competitor.
  • Secret: You must discover another participant’s darkest secret. When you actually discover the secret they lose 3 emotion, or end the romance if they don’t have enough emotion.
  • Shortcoming: You must eliminate a specific fault. A fault that already counts as an obstacle can’t also be a shortcoming.
  • Suspension: Only time eliminates this obstacle. After each month of real time playing roll a die. A red result finally eliminates the obstacle.
  • Vow: You made a difficult promise and must fulfill it.

Kisses

Romances happen across a series of attempted kisses. All the participants must be in the same location. You can invite others to kiss at any time, and if you are invited you simply choose whether or not to accept.

Denizens accept or reject you based on a check. They referee chooses which the denizen would rather you check: appearance or heart, depending on the denizen’s personality. If you succeed they accept the kiss. Circumstance modifiers, especially style, heavily modify this check. If anyone declines, then no kiss happens.

Emotion

If everyone accepts, each participant chooses an emotion to roll for: passion or dedication. Appearance checks add one passion per success level to one participant (your choice). Heart checks add dedication. You can use the Furious modifier to go for two different checks, each with a penalty.

If you have more than one romance, your total dedication across all of them may not exceed five. Passion remains separate for each romance, but with each kiss you lose 1 passion from all your other sheets.

If any check for the kiss fails, the kiss is interrupted. If every check fails each romance sheet loses one emotion (owner’s choice). If the sheet has no emotion to lose the owner must eliminate the sheet or lose wits instead. If any check within the kiss generates interference a tragedy occurs.

If a participant doesn’t have a romance sheet they either gain one (no wits cost) or gain 1 focus instead. If they do have a sheet, new emotions don’t add, just take the best of the two values.

Anyone in the same location may contest the kiss, which opposes every check within it. If the outsider beats all the checks they trigger a tragedy.

Interruptions

When any check within a kiss fails, roll to see what random interruption stops the kiss. Record the result on each romance sheet.

Result Base Speed
1 Danger: Unexpected peril intrudes on the private moment; Each participant suffers 1 hit.
2 Distraction: Trouble elsewhere draws the lovers attention; participants each lose 1 focus.
3 Scandal: Witnesses arrive at an awkward moment; participants lose 1 wits.
4 Scorn: The emotion just isn’t there; each romance sheet loses 1 passion or dedication.
5 Trouble: A fight breaks the mood; participants suffer –1 penalty on heart checks until another kiss.
6 Roll and add until you get another result; suffer the same penalty again for each 6.

Tragedy

Horrible events occur, and somehow the romance is the cause of it. A tragedy is always public, so it will alert partners from other romances that you are in another relationship. Other players are encouraged to suggest unique complications or how effects relate to the relationship. The optional table below may be used either directly or for inspiration:

Result Base Speed
1 Betrayal
2 Catastrophe
3 Death
4 Disappearance
5 Enemy
6 Obstacle
  • Betrayal: One participant in the romance betrays another. Players get to choose whether to betray or be betrayed. The betrayer chooses one participant to keep one emotion, and all other emotions are eliminated.
  • Catastrophe: Lose the highest tier asset owned by anyone within the relationship. Reputations and other assets that aren’t equipment count! If no one has a tier 2 asset or better then lose all tier 1 assets and become strapped.
  • Death: Someone close to all the participants dies because of the romance. This might be due to neglect, despair, or just getting caught in dangerous crossfire. All participants lose wits, in addition to the loss of the denizen.
  • Disappearance: A non-player participant in the romance is separated from you and removed from play. It could be a mysterious kidnapping, sudden departure, or even a coma. The referee will set a goal that must be resolved before the character returns and the romance may continue.
  • Hatred: The romance itself gains a powerful enemy. Usually this foe is connected to one of the participants and can’t be directly confronted until they overstep. This foe will try to interrupt kisses, support opposing romances, and try to keep the participants apart.
  • Obstacle: Add a new obstacle to the romance. Any participant may overcome it.

Unions

Once each participant has 6 or more emotion invested in the romance, all obstacles are cleared, and if all participants agree, it becomes a union. The transition from romance to union requires a ceremony with witnesses, but the ceremony doesn’t have to be legal or religious. Any rivals, participants from other romances, and representatives of former obstacles will arrive to attempt to disrupt the ceremony.

If the participants avoid getting knocked out for a full exchange the ceremony counts as successful, and they are now in a union. The romance sheets lock, no new romances may be started, and any other romances are completely eliminated.

Each participant gains a Legacy asset, and may spend one another’s focus when in the same location. The union remains locked until one of the participants dies.

Breakups

Not every romance will last. You can eliminate a romance sheet with no emotion at any time, and recover any wits spent to create it.

If the sheet has emotion you must give instead give it to one of the other participants. They have the option of either holding on to it, or giving up their own romance sheet. If all participants give up their romance sheets then the romance is eliminated as above.

However if anyone keeps the sheets the romance remains active. The participant holding the sheets may spend emotion from your sheet to add dice to checks or damage against you. Any wits damage you deal to them eliminates emotions from your sheet first.

When all the emotion from your sheet is gone it is eliminated as above, and you recover any wits that were tied to it. The other participant may either eliminate their sheet, or hold on to it in hopes that someday you will accept another kiss!

See Also



Version 2.5.2
©2014 Frameworks Games

This is outdated content. Update Needed!