For many gamers, romance in Dungeons & Dragons is a no-go, and that's understandable. When handled poorly, at best you could have an awkward lack of eye contact after a session, and at worst, a major violation of a player’s sense of safety or comfort at the table. Just because something requires caution, however, doesn’t mean it needs to be avoided. Whether you're bringing Valentine's Day into your game or you have a couple of players whose characters might begin dating, you can explore romance in D&D without making others uncomfortable. It just takes care.
As an individual with my own biases and comfort levels, I recognize that what works well for me might not work at all for others. With this in mind, I reached out to several Dungeon Masters and players from across a spectrum of campaigns and gaming communities to get real-life stories of successful examples of romance used in their games. While the advice contained below comes from diverse points of view, I encourage you to further explore the topic with your own trusted circles.
With that said, let's jump in:
Types of in-game romance
For reference, here's a quick list of the main types of in-game romance:
- Player character backstory: Usually player-initiated, a romantic partner is established in a character's backstory. The partner may or may not make an appearance in the campaign.
- NPC-PC romance: Romantic stories involving a player character and an NPC. This romance could be initiated by the player or the Dungeon Master, depending on the situation.
- PC-PC romance: A romance involving two PCs, which is usually player-initiated.
- NPC-NPC romance: A romantic story or relationship between two NPCs that is usually Dungeon Master-initiated and likely for plot reasons.
Why include romance at all?
Before you begin working on how to include romance in your games, it’s important to first understand why you'd include it in the first place. For some, romance might not be the kind of storytelling that you and your table are interested in engaging in, and that’s okay. For those who are at least romance-curious, here's a list of reasons why it could be valuable and enriching for your game, with examples from Dungeon Masters and players I've spoken with:
- It can be a source of character development: A player I spoke to told me about a love triangle they engaged in with another player character over a mutual affection for an NPC. The ensuing negotiation over how to flirt with him became a bonding moment not just for the two characters but for the players. Detours like this can also be valuable for storytelling because they can transform NPCs from fleeting transactional info-dumpers into remembered and even beloved encounters.
- It can grow organically out of roleplay: When it comes to romance between player characters, the most common response I got was that it simply felt like the sparks between their characters grew naturally out of roleplay. Pursuing it—with safety guidelines in place—made sense. This is something you can see play out in some major livestream games, from Critical Role to Battle For Beyond.
- It can be good counterprogramming: Two different players I spoke to cited Curse of Strahd specifically as an adventure in which they found having a romance between player characters was particularly soothing. One player even went so far as to say that the healthy relationship dynamics facilitated by the party served as a much-needed contrast to the “covetous and toxic obsession that Strahd himself embodies.” This serves as a great example of the benefit to a well-run romantic storyline—it can be the light that some players need in order to buy into a darker or drearier campaign.
- You just think it would be good for the story: There doesn’t honestly need to be a bigger reason than that. It might just be the kind of campaign you like running. It might be that epic romances are a part of the fantasy genre stories you gravitate toward, and you should feel empowered and excited to run that as part of your campaign or incorporate it into your character’s story as you best see fit.
How to make sure everyone is comfortable
Now that you know what value romance can bring to your game, there are a few important things to consider when executing it. Many of these suggestions ultimately boil down to “clear and direct communication.” But since nuance is important when working with individual players, I’ll go in-depth in my breakdown.
Establish consent for all parties involved prior to anything starting
Before consciously entering into a roleplay scenario that involves romantic entanglements, it's important to make sure that everyone is comfortable before proceeding. The hard and soft limits checklist for session zero outlined in Tasha’s Cauldron of Everything is a good starting point for this. It allows players who will never be comfortable with romance to establish a hard no before any scenes are played out. A checklist does not, however, mean that no future check-ins need to be done as the game progresses.
Often with consent checklists, the conversation focuses on what players need from the Dungeon Master and one another. When it comes to in-game flirting, however, a Dungeon Master has just as much right to not consent to players flirting with an NPC if they’re not comfortable roleplaying that out.
The real-life partners of the characters involved in the game should also be considered. I talked to players in a Baldur’s Gate: Descent into Avernus campaign whose characters ended up romantically involved. One of the players spoke to his real-life wife—who was also a player in the game—about her comfort levels before the romance was initiated between his character and the other player's character. Others’ partners just wanted a better sense of the scope of the storyline. A PG-rated romance might be fine, whereas an R-rated one might feel a bit like a grey area. Another player in a game I was part of cited their feelings about being uncomfortable with roleplaying flirtation with someone other than their partner as a reason they weren’t interested in romantic roleplay when the Dungeon Master initiated it.
Remember there is no one-size-fits-all approach
One player told me that she never roleplays romance with a person she’s romantically involved with out of game, for fear that one relationship might bleed too far into the other. Meanwhile, without getting too deep into spoiler territory, at least one significant streaming D&D game famously had a moment where a previously romantic-adverse player felt comfortable exploring a love story only because the other character was played by his real-life wife.
Do not use D&D to explore your own romantic feelings for someone
It’s important to note that the sections above mentioned discussions with people already in romantic relationships outside of the game. If your reason for wanting to initiate a romantic storyline with another player at the table is based on a real-life attraction you feel, it's highly recommended that you halt any pursuit. Using the table for such purposes can often feel manipulative or violate the other player’s trust.
Likewise, players who are mutually interested in pursuing a romantic relationship together and who wish to bring that into the game run the risk of alienating the rest of the table. It’s best to firmly draw the line between reality and fiction.
Avoid isolating players involved in romantic storylines
When characters are part of a romantic storyline, you might be tempted to run sessions or scenes without the rest of the party present. Your intent might be to establish a sense of privacy or even intimacy. But while other players who don't want to be part of romantic scenes should be free to leave the table, isolating players away from the rest of the group can also lead to problems. Power dynamics and a sense of control can soon feel off-kilter.
In these cases, having an impartial third party there as a sort of tonal anchor should be mandatory. It’s better to trust another player not to metagame than to try to pick up the pieces when something has broken badly without any witnesses.
Establish check-ins as the game continues
People’s lives and situations change, and what might have been OK in a previous session might not be OK in a later one. Just because a player decided to flirt with an NPC doesn’t mean they’re open to flirting in-game on a regular basis. Similarly, someone going through a breakup may no longer be comfortable roleplaying romance.
It’s good to have regular check-ins that help you measure comfort levels as a game progresses. One example presented to me was a group in a virtual game where people put words of colors like red, yellow, or green in their display names to indicate their willingness to participate in a given storyline. While you might not feel the need to codify things so clearly, this is a great example of nonverbal communication that allows for the unbroken flow of roleplay while still allowing players to maintain agency.
The goal is to have fun
Many players and Dungeon Masters might see a list of guidelines like this and think: Wow, that seems like a lot to keep in mind, is it even worth it? But a lot of the above points boil down to maintaining clear and direct communication, empathy, and trust.
Prepping yourself and your party members ahead of time with the tools to navigate these kinds of storylines can also help prevent heavier moments as the game plays out. It’s much better to take a moment before the game starts to make sure everyone is comfortable than to have to stop and possibly even end a session or campaign because someone’s concerns weren’t prepared for. Romantic stories can be a bright spot in a game, but they should be treated with the same care and tact as the darkest, most devilish plots a Dungeon Master can imagine.
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
Quality content. Thanks.
The only tapping I'll do is tapping drip-drip-drip your life force.
The only bumping uglies are the shambling zombies around me.
The only afternoon delight is watching the sun fade.
The only beast with 2 backs is my undead Ettin.
The only horizontal tangos are the tortured wraiths in my dungeon.
Only ghosts are dancing in their sheets.
You will be the only one knocking in your boots
I am a Lich. and I am the ONLY act of darkness. Doing the deed of the dead.
Sadly, 'romance' in-game can also take a turn for the very awkward.
I was starting in a new game, new group, new GM -- all online. We were barely into our second session, which happened to land on my rl birthday. I guess the GM thought I should get a birthday present so, the local royal personage that we had just helped 'free' from an large dark incursion into their domain, suddenly made known I was to show up outside their chamber doors that night.
Now, irl, I am most times a chaotic, clue-less guy. I've been around several blocks but I can still get nervous and even knocked back by things that many just take for granted. In this case, the GM decided my warlock charisma level 'being so high' automatically meant my character was a tiefling magnet of sex. He basically had the monarch desire a tryst since her regular tiefling lover was missing. (Red flags right there for me irl -- both the shallowness of the move but, the concept that CHR automatically equals sex.)
This entire encounter was tossed out during game with zero warning nor 'session zero' questions on level of OKAY-ness regarding matters of play (or interpersonal relationships in-game.) I was uncomfortable from the start and that only grew as the GM parsed out the parameters of the tryst and the results. I should have parted ways right then but, I gave the situation 'the shadow of a doubt' and forged ahead. Took me more sessions to see more of this manipulation of situations and players before I had to just stop playing.
I wish the GM had read this article and taken some clues from it so all the players could feel comfortable in-game and out.
This article is great. All this is valid not only for romance, but other topics as well.
Establishing boundaries is super important as well check-ins during the play. There are plenty of checklists that can be used to help to set them on Session 0.
People might have their triggers and they will not be up to talk about it with others. Not all DMs list or are even aware of possible triggers that can happen during the game. Listing them help to keep things out or prepare the best way to implement them on the game in a way that doesn't affect the players.
When you're reading a book or watching a movie, you can have a certain idea of what is coming, unlike a campaign, where your actions can lead you to completly different and unknown places. Specially when you're playing with people you don't know.
If the game has topics that the DM wants to bring it up and there are players that are not okay with it, they should make it clear, so none of the parts will have problems in the future.
This all help the group have a smooth and fun game.
I love that quote from Tasha's
The article's content seems obvious to me, and there's a lot of this on DDB and it's forums. Each time I think to myself 'Why? This is so obvious, do we really need all this laid out like we're 6 year olds?'. Then something like this happens and I concede that yes, there are people that have no clue (your DM) and there is a need. I feel sorry for your experience. Just WOW. I hope you've found a better table with people who share more common values and ideals on what 'fun D&D' looks like.
As our DM put it. “D&D is just flirting with the homies as wizards”
Easy solution, don't
It wasn't until the last few years, where romance became a part of my game.
As the article states - it's a fine line that's easily crossed and can send a game to it's end.
So the article offers great, great, great advice.
I'd only add - If you're going to do this - as a DM, you need to be able to bring romance to all sides - not just whatever your sexual preference is.
So for example, in one game - there's a female player, who literally came up with a dating game idea. So she's gone on a few dates, where I control the NPCs. (Running theme is if the NPC survives the dates with her and her adventures, she will consider them worthy).
Another (same players, different game I run) - one of the males PCs got engaged to a female NPC, and so I RP'ed as the female NPC.
And yet in another, there's a male player, playing a female character, who has developed a relationship with a male NPC vendor, which I've RP'ed the male when they go on a date.
I would have never thought it possible that romance would be fun to add - but it has been, and it's also provided depth to NPCs that suddenly my players care about and don't use them as fodder ("We think the door is trapped. Send Sam the NPC to go open it.")
When it's approached properly, can be a lot of fun. I got a group of friends together and we played a one-off evil game as a birthday present for my 15 yo daughter.
Got to watch two of my friends -- who are brothers IRL -- role play their way through a flirtation in a bar. Was hilarious and the entire table was in stitches.
In-game romance just requires common sense and respect.
I think Romance for the purpose of story and roleplay is a good addition if everyone's comfortable with it.
When it naturally popped up in one of my player's heads that this is what is on their character's mind - I checked with the other player initially to see if they were comfortable with the being 'a thing'. They were fine with it. And the characters have had this slow-burning romance building up over a long time, which has been a great addition to the little "around the campfire" moments, while the other characters not involved with it will typically mess around or join in with the RP.
Anything lewd though, such as sex scenes, I essentially do a 'fade to black' transition because even though they wouldn't care - I wouldn't want to describe it. D&D isn't for that to me, but more about the moments of intimacy and character growth as the story advances and their bonds grow stronger.
Good stuff. I keep romance in my game at a PG level and always check to make sure everybody is comfortable. And when the Orc Paladin enters the brothel, the scene fades to black...
Our games routinely involve romance if appropriate. We do have the rule that if the people involved are married, their characters can only be involved with each other. Doing it otherwise made some people at our table uncomfortable. It was an easy rule to add, and took away all the tension.
The biggest thing, of course, is that all players and the DM agree on the same rules and limits. If they don't, you change the rules/limits until they do. We're a good group and would never mess it up for anything (plotline, story arc, adding spiders (real taboo for one player), romance, too much horror, etc.)
I love this article!
Yeah, that's why I'll always applaud stuff like this as quality content.
I'm not going to lie, I was pretty clueless about how to handle this stuff when I first got into the hobby. We'll (hopefully) always have new people coming in, many of them clueless; so let's hope we can help them have good experiences by giving them a clue.
In the real world, playing with adults, this is rarely an issue for me; mostly I have the same "common sense" lines as other adults. But sometimes it's gotten a little fuzzy where we're comfortable (sex and torture have both pushed my comfort at points), and it's pretty easy to avoid that with quick simple conversations.
On the other hand, as the article points out, my reluctance to include romance in-game might be missing out on some good storytelling. I'm going to try to be more open to it, at least mildly, in the future. These tips will help.
Great article! This can be a sensitive/awkward topic for a lot of players to approach, especially in face-to-face play or when just starting out. Guidelines like these apply to other similarly sensitive subjects, too!
The discussion about boundaries and comfort is absolutely important. But also, folks, you need to immerse yourself in the media of the genre you're attempting to play in in exactly the same way as you have fantasy and sci-fi. That can LEAD to comfort.
If you can eagerly peruse LOTR, Cthulhu or GoT for worldbuilding ideas, you can eagerly peruse Pride and Prejudice, Time Traveller's Wife, or Anais Nin for romantic ones (and those are all older anyways). A lot of times, "romantic" story telling ends up being furtive snickering, talk about boobs or a pretense of high CHA characters being able to inherently "conquer" romantic partners. And it's because, frankly, just from experience, it's from dudes who wouldn't know romantic storytelling if it shot them in the face with a missile labeled "MERE PHYSICAL OBJECTIFICATION WAS A BORING CLICHE IN SHAKESPEARE'S TIME". Because they've never even read Romeo and Juliet with an adult brain that doesn't giggle furtively at certain situations.
In other words: a lot of times discomfort with a genre of storytelling often comes from simple inexperience with the genre just as much as from discomfort with the specific content of the genre itself. Indeed, it's often culturally ENFORCED inexperience. Again, to be blunt, you're not less of a man for enjoying a different type of storytelling, but so many of us grow up being told, at best, that it's just not for us. So we're simply ignorant of the milieu, and more importantly, the mistakes so many others have already made that we wouldn't have to repeat if we just knew what had already been done, and that can breed antipathy. We avoid the things we think we're not good at. So if it's something you want to do, then really want to do it, understand your blind spots, realize that those blind spots don't have to be permanent, and just get into the material. Don't get all your stories of this nature from, I dunno, sitcoms, music videos, and Batman.
Also? The encounters need to be pure RP and not dependent on rolls. You remember all those parts in digital RPGs where you could actually "fail" a romance for not having high enough stats? No? Yeah, me neither. It's all about choice and responses based on understanding the wants and needs of the other character. Now, Charisma can partly mean attractiveNESS, but it doesn't mean instantaneous and compelled attracTION, nor is it a replacement for a relationship. And if your world has any population of any sexually reproducing species at all, and a quick browse of the Monster Manual makes you realize that most of them have a CHA of 10 or less, you start to realize that conflating "charisma" with "ability to find or compel a partner" isn't even supported systematically. So quit making situations where you "win" or "lose" romance because of math. There's absolutely a time for letting dice tell the story, but the vagaries of the heart are not it. That's not to say you need to remove the "roll to flirt some info out of the incidental NPC waiter" from your games, but if the content is specifically about the relationship, Put. The Dice. Down.
And, as in all things, remember that it's ok to be bad at something at first as long as you're trying to get good.
in the game where I was playing a sorcerer my dm set up a character in a way to play off of her and no rolls the encounter ended with my character having young for the character and a first date into first kiss no persuasion checks were ever rolled and date ended with a first kiss
but also she turned out to be an evil pirate who knocked me after first kiss and tied me up so I no longer have a good relationship romance was still fun though
I think there is a big difference between a romantic storyline and ERP, I mean Cinderella is a romantic story...Debbie Does Dallas, is not. Romance shouldn't be a problem unless it cuts the rest of the party out, or causes discomfort. ERP should be between the characters, privately. Romance in game is just...normal, IMHO.
For me, RP is just like life. Life without love/sex, sucks. Period.
I want to add my voice in support of this content. D&D has roots in wargaming, and it's value as a storytelling medium is in proportion to how much it can diverge from those roots. Content like this makes me hopeful for the future of the game.
How can I upvote!