Harris Powell-Smith

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:

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:

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:

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!

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