I asked one of my players about a topic she'd like to see in my blog and she responded with: "do a post about romance". The thing about such a discussion is what people say and how people act can often be two different things. A player might be comfortable with the NPC flirtation right up until it happens, at which point they become uncomfortable.
The best level to be on is that of the least comfortable player, so everyone can be included.
GM: "I... I honestly don't know." He has a haunted look on his face.
Rosalina's Player: I hug Hollow saying "Everything's going to be all right."
GM: Hollow begins to weep on your shoulder, he has undergone some kind of trauma.
GM: Uh, great, he seems comforted by your action. Uh, while those two are at that what are you other players doing.
Duke Thundershield: "LOOTING!" wooooo!
- The NPC is a member of an elite class (nobility, religious, competing adventuring group), the PC will need to convince the NPC of their intentions. - This makes for great scene fillers or tension breakers. Diplomacy/Bluff/Performance Checks of increasing difficulty.
- Before the NPC will take notice the PC must complete some difficult challenge to earn the NPC's respect. - Make this a difficult enough challenge that the PC will need the whole party to help complete it. You've just found an adventure hook for an entire night's gaming.
- The NPC is a member of an elite class (nobility, religious, competing adventuring group), the PC will need to convince the NPC of their intentions. - This makes for great scene fillers or tension breakers. Diplomacy/Bluff/Performance Checks of increasing difficulty.
- The NPC is seeking a specific McGuffin: Perhaps a rare flower, or a series of texts on ancient cultures, retrieving such a McGuffin would go a long way to putting a PC in that character's good graces. - This one is great if you don't want to steal time away from the main plot. Simply put the McGuffin somewhere PCs are going anyway, this provides an interesting opportunity to build a bonus encounter for a pre-made adventure.
- There is a Rival for the NPC's affections, the PC must prove themselves. - This one works great if there are multiple players vying for an NPC's affections. Much like theelite class hook above, this an opportunity to dust off the opposed Diplomacy/Bluff/Sense Motive/Performance or Knowledge skills (although tests of athleticism are pretty traditional too).
- Cold Feet. The NPC runs away or breaks up suddenly. Possible Reasons: The NPC is scared of all these intense emotions. The NPC has a dark secret and has left to cover it up. The NPC has gotten all they wanted out of the relationship and is looking for their next conquest.
- Family Matters. The NPC or PC's family arrives in town and doesn't approve. Possible Reasons: The character is not part of the same species/social class/religion. The family already has a marriage arranged for the character. The family have been replaced by doppelgangers and need the character to complete "the set".
- Betrayal! The NPC or PC cheats on/attempts to kill/steals from their partner. Possible Reasons: Something better came along. Mind-Controlling villain is trying to ruin everything. It's what they were after all along.
- Your Princess is in another castle. The NPC has been kidnapped. Possible Reasons: An old villain wants to lure the PC into a series of fiendishly trapped castles manned by ravenous turtle monsters. The NPC is a victim of happenstance and happened to be taken along with a bunch of others.
- Noble Sacrifice. Circumstances come to light revealing that the PC or NPC must sacrifice themselves for the other. - This one is cliched with good reason. Players become incredibly invested in their characters over the course of a game, and asking a player to sacrifice their PC for the sake of an imaginary friend is a big deal. This one is best used near the end-game, or as an excuse to allow a player to re-roll a new character concept they've been thinking of.
- Revenge of the Scorned. - If the PC has been through a betrayal arc, then this is a good finish for it. Have the NPC working for the enemy. The NPC would know the PC's weaknesses and might even call for a duel (have plenty of other baddies nearby to keep the other players busy). Perhaps one last empassioned Diplomacy check might turn their true love back to the side of angels?
- Congratulations it's a squid! The PCs need to face the challenge of pregnancy and parenthood. - If the PC is female you must get permission to run this sub-plot first, since it's a very touchy topic. In a game that spans years of game time watching a PC's kid grow up can be really interesting. If not then protecting a pregnant lover can be a fun challenge in and of itself.
- The Amicable Break-Up - The Campaign is going to take the PC from the region for a long time, and the NPC chooses to let their lover go and face challenges of the universe unfettered.
- They Live Happily Ever After - The characters have made it through the campaign, through thick and thin to come out the other side happy and together looking forward to a bright future filled with fat children and an inn to retire to.
Dudemeister Johnpocalypse

