love at first sight

Post/Author/DateTimePost
#1

DanTracker

Jul 08, 2009 10:04:04
i need to create a "love at first sight" -like effect. i want to make sure that the player which is impacted has chance to save, but if PC acts as though he's enamored with the NPC then the story moves. if not, it will still move, but i think that it will be slower.

i've designed multiple approaches to the info the party needs. ultimately, if the PC saves instantly from the "love at first sight" then the party can still follow an alternate pathway to the completion of a side quest.

so, how could i arrange this? should i treat the "love at first sight" like a disease and create a small disease track for the mecanics? or should i consider it to be more spell-like and just create a general influence that the PC can save from?

personally i think that the disease track with three or four points could create a better RP option. just being "attacked" versus will defense might result in a PC that will actively seek to get near the NPC. as the "disease" progresses the PC will do whatever is asked.

anyway, i'm looking for advice to create a simple effect that fits the description "love at first sight".

i will allow for other party members to recognize using insight because it will influence behavior. i'll also allow the party to assist in saves, ie. leader's word power. but i don't want to allow a simple dispel or disenchant to overcome it. so, i don't want it to actually be an arcane, divine, nor primal 'spell'. it needs to be a natural effect.

well, let me know. also, i want to make sure this doesn't railroad a PC. advice to that nature will be appreciated.
#2

silent_stone

Jul 08, 2009 13:30:12
should i treat the "love at first sight" like a disease and create a small disease track for the mecanics?

A laughable notion, not because it would be wrong, but because one could argue, if they were so inclined, that it is so very correct...

Honestly, though, this scenario—unless it is worked out beforehand with the consent and input of the player in question—is a railroad. Story arcs like these really shouldn't be dumped on a player without the player being in on the decision-making process.
#3

nightwalker450

Jul 08, 2009 14:47:19
I actually like the idea of treating it as a disease. Only instead of using Endurance to get better/worse, use Insight. Once they are out of it, than they are more able to control their own actions in regards to the NPC, whereas at the deep end they would suffer penalties for being too far separated from them.

I don't see it as railroading. I see it as using mechanics to get a point across to a character that they would normally use metagame to avoid. Its good if your players will allow you as the GM to drop subtle hints of emotion, and they'll play along with it.

This allows you to use a mechanic, which allows the players to keep themselves more seperated from the action. Good for those players who might be uncomfortable with deeper roleplaying. This way its just a status effect on their character that hopefully can be removed eventually.

Why can't love at first sight be Primal?
#4

silent_stone

Jul 08, 2009 15:33:47
Not Being Serious Here
Love at First Sight - Level 30 Disease
Attack +34 vs. Will
Insight improve DC 38, maintain DC 36, worsen DC 30 or lower

Disease Track:
—The target is cured, but still has a non-romantic affection for the individual they fell in love with.
—Initial Effect The target has fallen in love at first sight. Every action the target takes must have a reasonable expectation of improving their relationship with the individual they fell in love with, or it automatically fails.
—The target must actively seek the company of the person they fell in love with at all times or they become depressed (lose half of their healing surges, and are weakened). If any other character expresses any interest in the character the target fell in love with (or even just talks to them), the target must succeed on a saving throw or be overwhelmed with jealousy (roll initiative!)
—The target dies of a broken heart.
#5

azhura

Jul 08, 2009 22:54:47
Man, your "Love is a Disease" idea is so right, it's about to become a permafave on me.
And it could be mechanically right, however, you need to remember that "First-Sight Love" is weaker as time goes by (or so i think), so you need to device a mechanic around that idea. But i recognize you as a being with more Wisdom than me (Love is a Disease), so you can do pretty much whatever you feel is more appropiate.
Not too much an advice, but i hope it helps.
#6

DanTracker

Jul 09, 2009 14:32:56
I don't see it as railroading. I see it as using mechanics to get a point across to a character that they would normally use metagame to avoid. Its good if your players will allow you as the GM to drop subtle hints of emotion, and they'll play along with it.

...

Why can't love at first sight be Primal?

that is one of the thoughts i had about it. if they can save from it, then it isn't railroading, it is encouraged roleplay. it doesn't force their actions, but encourages behaviors consistent with the effects.

it could do well as primal. i guess i hadn't thought that through.

the concern is that i've got three kids under 12 at the table (their parents are also playing alongside). i know that the kids want lots of combat encounters and want to deal heavy damage at all times. the parents might roleplay more comfortably.

the story could lead to the NPC requesting help in dethroning the king of the PCs. the 'love' is only meant to encourage the PC to participate, not to force participation.
#7

DanTracker

Jul 09, 2009 14:35:17
Not Being Serious Here
Love at First Sight - Level 30 Disease
Attack +34 vs. Will
Insight improve DC 38, maintain DC 36, worsen DC 30 or lower

Disease Track:
—The target is cured, but still has a non-romantic affection for the individual they fell in love with.
—Initial Effect The target has fallen in love at first sight. Every action the target takes must have a reasonable expectation of improving their relationship with the individual they fell in love with, or it automatically fails.
—The target must actively seek the company of the person they fell in love with at all times or they become depressed (lose half of their healing surges, and are weakened). If any other character expresses any interest in the character the target fell in love with (or even just talks to them), the target must succeed on a saving throw or be overwhelmed with jealousy (roll initiative!)
—The target dies of a broken heart.