IF Seal: How can I model and signpost shifting relationships?
hi seal! i'm writing this question out as i go so hopefully it all makes sense.
in the if i'm planning out, i'm allowing the MC to be able to not have any close relationships with the NPCs, the plan is to keep that up until the end but, hey, who knows when traumabonding is involved.
anyways, i'm reasonably confident i can keep the cast and MC together even with this dynamic (forced proximity, same goals, etc) but i'm not quite sure how to differentiate between those who actually want very little to do with the NPCs and those who want to do a slow burn rivals to lovers thing. the part i'm going back and forth on is when and how do i signal to the players that it's time to either choose to move the relationship up or keep it as is without making it feel forced, and also how to portray the differences on how fast/slow the relationship is progressing (example: moment 1 is where MC can confess and moment 2 is where MC and NPC can start dating, if MC doesn't confess in moment 1 but instead in moment 2 it'll definitely change the dynamic).
how should i go about this? it definitely might be too ambitious, so i'm open to any advice on making it easier for myself (includes cutting/removing things)
Dear Pacing Friend,
I applaud you on allowing flexibility with the PC and their companions! I very much enjoy seeing variety in the way PCs can interact with their fellow characters - I am not so fond of being pushed together as strangers and the game assuming that my character will always want to befriend or romance them.
Let's get into the nitty-gritty below.
i'm not quite sure how to differentiate between those who actually want very little to do with the NPCs and those who want to do a slow burn rivals to lovers thing
There are a few ways of the player sending signals to the game about their intentions. I would advise something like the following.
First option: The player is given an out-of-character note on their choice set that shows that one choice is the "I definitely want no closeness" one, while the other leaves things open. For instance:
- I smile and agree to join the group.
- "OK... OK, yes, I'll talk to you."
- I shake my head and turn away.
- I shake my head and turn away. [No friendship or romance]
Second option: You could also include an option to allow the PC to have a yearning thought/feeling about the situation, along the lines of:
- I smile and agree to join the group.
- "OK... OK, yes, I'll talk to you."
- Some part of me wishes I could join them, but... no. I shake my head.
- I shake my head and turn away. [No friendship or romance]
Either way it can be helpful to have that out-of-character note so that players who want a slowburn do not worry that they're locking themselves out of something, and those who do not get to avoid these interactions and get on with the other stuff they like in the game.
the part i'm going back and forth on is when and how do i signal to the players that it's time to either choose to move the relationship up or keep it as is without making it feel forced
There are varied ways of handling this depending on the PC, the type of game, and the characters in question. I would suggest one of the following:
- The NPC notices that the PC has been behaving in a certain way around them. If the PC is a yearner like the option in the second example above, you could track times at which the NPC has been the subject of yearning and have them ask about it. That puts the PC on the spot and can also show whether the NPC is interested too.
- The NPC makes a move to start a romance because they've been harbouring a crush on the PC. This works best if the NPC can say specific things they like about the PC's personality or actions!
- The PC has a moment with the NPC where it might come up naturally in their mind. For instance they've been upset, the NPC has comforted them, and there's a moment of potentially romantic tension in the scene. Or they've had an emotionally charged sparring match. Any number of situations might lead to this!
- The PC has an introspective moment about the NPC, or about romance in general. This works best when something has prompted it, for instance a friend or relative has got engaged, there's a dance coming up and people are asking their dates, or it comes up in conversation.
and also how to portray the differences on how fast/slow the relationship is progressing (example: moment 1 is where MC can confess and moment 2 is where MC and NPC can start dating, if MC doesn't confess in moment 1 but instead in moment 2 it'll definitely change the dynamic).
For these kinds of games it is excellent to include multiple opportunities to start a romance, and even nicer to have some tones change depending when and how it started. It makes the romance feel more organic and will get players excited! So I think your instincts are great.
I suggest tracking the scene in which the romance began if it feels relevant - a romance start in which both characters had run away and were crying together may set a different tone to one where they had a shy date at a coffee shop. A little will go a long way here: you don't have to have entirely different conversations, and indeed I recommend not diving in with that level of branching unless it feels really important for the relationship... but players will adore seeing little callbacks to show that the game is remembering what they did before.
Best of luck with your romances, Pacing Friend!