Passive Relationship system

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Passive Relationship

This system is to replace seduction system for GM who dislike the rule or tire of all the "Love gone wrong" problem or prefer a much closer to true relationship than simply one sided love/lust or personal gain.

GM in this system will be the one to determine how good or bad the relationship is base on how much hardship, joy, argument, etc. the players spend together. While GM can still combine this with seduction system, the affected relationship could be one sided, and it's just physical attraction rather than true love or personality compatibility, so it can never go beyond good friend (Like) without other real interaction.

Relationship Scale

---Hate -- Dislike - Annoyed . Neutral . Enjoy + Like ++ Love +++

Usage of relationship:

A limitation system for GM and an advantage system for players

If A Hate B, then B will never do anything for A for free or listen to it's cunning/affection, GM will prevent any illogical action made by B against A, also, if B has a bomb and it can choose who to give to, GM will force B to give it to A. Vice verse, If B likes A, GM will force B to keep the bomb and hurt itself, and thus, accepting positive relationship will not always be beneficial.

It is possible to have both Hate and Love relationship (Or any other combination) with the same person at the same time, an good example would be personal rivalry. A hate B for always beating her, but unconsciously enjoy the constant competition that she provided. In this situation, GM will use his/her own judgment to decide which situation is more suitable for the enjoy/hate advantage. For example,

A will eat with B in a sushi bar next to each other, but will taunt and/or compete with each other in a eating contest. If B are chocking from a sushi during competition, GM will choose hate respond for A, which is laugh at her unless good personality conflict with it, which takes priority. If B are chocking from a sushi not during a competition, GM will choose enjoy respond for A, which give B a glass of water or pat the back to solve the chock problem unless the evil personality conflict with it, which takes priority.

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