What is it?
Emily Care Boss’ Romance Trilogy is a collection of updated and revised editions of three of her games, Breaking the Ice, Shooting the Moon, and Under My Skin. It also includes three “Companion Games,” which are based on those three but have significant changes. For the purposes of paying my RPG Tax, I’m treating this as a bundle product and reviewing the games separately.
Breaking the Ice is the first game in the trilogy. It’s a game for two players to play through a couple’s first three dates, determining whether or not they stay together.
How did it get my attention?
Breaking the Ice and Shooting the Moon were on my radar from Forge discussions way back. I was intrigued by games that departed so far from typical RPG fare, and could be played with only two people.
Why did I actually buy it?
I missed the original release announcement for the Romance Trilogy, but saw a later announcement when it was on some kind of special sale, I think for Valentine’s. I had Breaking the Ice from way back and not really gotten to play it, but the inclusion of Shooting the Moon and the less-romantic Companion Games made me decide to get it.
What are my first impressions?
The book takes full advantage of being a second edition. It includes common ground rules for playing all three of the games, since relationships can be or bring up touchy subjects. In addition to the main rules, each game has a Strategy and Tips section that explains nuances of the rules and roles, and a Hacks and Mods section with variants.
Character creation starts with the players discussing ways they are different from each other, and choosing one axis of difference for their characters to switch. For example, if the two players are from different countries, each could play a character from the other player’s country. The switch pushes both players out of their comfort zones, while encouraging them to look to each other for guidance and approval. Which is a little bit like going on a date!
The game takes place over three Dates, each consisting of four to six Turns, alternating between players. During each turn, the active player narrates first things that go well and then things that go poorly to build up various dice pools. There’s a menu of possible narration types for each pool that help set the tone of the game, e.g. take positive action or use words that call on either character’s Traits to earn Bonus Dice. The menus provide clear guidance for what kinds of things to narrate. The book calls them out as an entry point for modding the game.
The Other Worlds section of the Hacks and Mods contains alternate settings and setups for Breaking the Ice. Some are minor variants, like Adventures Long Ago and Far Away, which describes how to set the dates against an action/adventure story in a setting other than the modern day. The variant I found most fascinating was With the Woods, about a human who leaves civilization and takes refuge in the wilderness. One player plays the human, the other plays the natural feature (like a mountain) the human takes refuge in. The Other Worlds showcase how small changes can greatly affect the kinds of stories the game produces, and how the game’s structure can be adapted to tell stories that look very different than the default setting of modern romantic comedy.
As a designer, the Strategy and Mods sections are gold. They contain good advice from many plays of the game, and break down how and why the game works the way it does. I’m looking forward to reading more of the games in this collection.