This is less a how-to than it is a testimonial. My problem is, I believe in subplots and character development for my players' characters. I really do. However, I find it really awkward to play out ANY romantic scene with a player, especially where I'm playing a female NPC. It's not that I can't role-play a woman, I most certainly can (or a gay man, if that were the task). No, it's that these conversations always feel really ridiculous (at best) or disturbing (at worst). I just don't want to be hit on by one of my players, nor do I want to whisper sweet nothings to that player, neither in private nor across a public table.
Latent homophobia on my part? I must admit that it's a little easier with female players, but not by much. There is still some awkwardness there as we thread the line between what is acceptable and what is not. So it's not a same-sex thing, it's really an awkwardness thing. A difficulty in divorcing, in that one circumstance, the player from the character. I feel like I am speaking romantic lines to a person I am not romantically involved with, and it feels, well, icky. So what are my options?
1) Get over it. Which I do. I mostly carry on with it, but it's a sigh-inspiring moment in the game for me.
2) Turn it into mechanics. Roll Seduction and the like. No go, that's the worst kind of social interaction gaming in my book. If a roll is indicated, then sure, but it should be in addition to actual words and actions that will modify that role. In other words, roll for the target's reaction, not to replace the actual wooing.
3) Gloss over it. For unimportant romantic encounters, yeah, I've done this. "You bring her up to your room and the next morning..." I find it unacceptable for more meaningful relationships though, whether we're talking about plot or subplot.
4) Add a filter of narration. The best solution for me, this involves describing the romantic encounter as narrator, focusing on the non-verbal, but adding "she says" in front of the dialog without actually performing it. Sometimes hard to do in a real-time conversation, but it's just enough distance that the encounter doesn't feel awkward, silly or disturbing.
How do you handle it? Perhaps you don't have to. I, on the other hand, have a player who loves to play the ladies' man, so I need SOME strategy. Help me out here, blogosphere!
Latent homophobia on my part? I must admit that it's a little easier with female players, but not by much. There is still some awkwardness there as we thread the line between what is acceptable and what is not. So it's not a same-sex thing, it's really an awkwardness thing. A difficulty in divorcing, in that one circumstance, the player from the character. I feel like I am speaking romantic lines to a person I am not romantically involved with, and it feels, well, icky. So what are my options?
1) Get over it. Which I do. I mostly carry on with it, but it's a sigh-inspiring moment in the game for me.
2) Turn it into mechanics. Roll Seduction and the like. No go, that's the worst kind of social interaction gaming in my book. If a roll is indicated, then sure, but it should be in addition to actual words and actions that will modify that role. In other words, roll for the target's reaction, not to replace the actual wooing.
3) Gloss over it. For unimportant romantic encounters, yeah, I've done this. "You bring her up to your room and the next morning..." I find it unacceptable for more meaningful relationships though, whether we're talking about plot or subplot.
4) Add a filter of narration. The best solution for me, this involves describing the romantic encounter as narrator, focusing on the non-verbal, but adding "she says" in front of the dialog without actually performing it. Sometimes hard to do in a real-time conversation, but it's just enough distance that the encounter doesn't feel awkward, silly or disturbing.
How do you handle it? Perhaps you don't have to. I, on the other hand, have a player who loves to play the ladies' man, so I need SOME strategy. Help me out here, blogosphere!
Comments
An if you think that's a tad awkward; I had a player on player romance, the whole deal, she's now the mother of my character's child. While playing this out, my love interest's player's husband was also in the game. He was great about it, but damn, did that feel a bit weird...
Chang Cheh would want it that way.
Idiot: I know what you're trying to do.
Tommy: The last two games were straight out of the manual, so I'm guiltless of the ploy. However, I dread the ballerina scenario and what you'll do with it.
... even if you are quite handsome *wink*
PC-to-PC romances at the table can also be fascinating, particularly when the players aren't involvd (sometimes those they are involved with are sitting right there too).
I suppose "author stance" has an effect too. Yes, I'm using jargon, but it's relevant. If the players view their PCs, and the GM views NPCs, as characters they guide in a drama rather than as their avatars, they're happier to throw them into heartbreak, comic misunderstanding, tragedy and the like.