I should have known it wouldn't last when our D&D characters had no chemistry. I speak of my very first boyfriend, whose paladin once quipped "But all priests are good" to my suspicious, cynical elf bard. The character my elf did have chemistry with? An equally cynical elf fighter with a mysterious past, the player of which I married seven years
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That's not to say that I don't enjoy stories that are about romance; Choice of Romance, for example, is absolutely fabulous and one of my favorite interactive fiction games. But if the game isn't about romance, I want to be able to skip the romantic entanglements and feel like that's okay. Because, ultimately, romance isn't what my character's story is about.
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One of the things I like to see in a game is how your relationships -- romantic or otherwise -- shape who you are. In, oh, Knights of the Old Republic II (the not BioWare one), your relationships shaped the NPCs, which was cool, but didn't seem to have much feedback on you as the main character. In the Choice games, most of the way I've seen this work is that your relationships give you advantages or disadvantages in the challenges you attempt. I'm not sure it *can* be better quantified, but it's something I ponder!
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I mean, in fiction. Real life romantic interests should be kept out of harm's way, of course.
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It can be interesting to play Mr. Invincible, with nobody in his life, and nothing that can destroy him, for a short while. But eventually, kicking down the door and killing the goblins just to buy a new sword gets old. It's far more interesting when the goblins are guarding a potion that you need to rescue the princess of the neighboring kingdom, and they'll smash it if you take too long slaying them.
And it's even better when the princess is your sister, or wife, or polymorphed ex-family kitten, and you'll be failing yourself too if you don't get the potion.
Now, of course, I suddenly find myself wondering if Smokey Joe had anybody in his life...
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