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File: Romeo_and_juliet_brown.jpg (876 KB, 768x1119)
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Could you run a quest based off of Romeo and Juliet? How would you do it?
>>
Several systems that could work in a Romeo and Juliet scenario
- DramaSystem
- Cortex
- Fiasco
- Primetime Adventures
- Arc Doom
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>>98097057
Just one quest? That seems pretty easy, especially if you're willing to let the PCs change the outcome and avert a tragedy. If you are, then it's pretty easy to have them be in a position to uncover the romance and orchestrate events.
If you want it to still be a tragedy, it's probably a bit more difficult, if only because the PCs are more likely to throw a wrench into any contrived double-poisonings. Could make it an actual curse, but that's probably going to piss them off if the two are literally fated to die regardless of what the party does.

I suppose a spin on it could be making the tragedy the party's goal. Like having Romeo and Juliet be from two rival groups of monsters, where a wedding and peace between the two factions would spell doom for everyone else. But an outright attack might also anger the factions into a temporary alliance anyway, hence the need for subterfuge.
>>
I had some fun inventing a scenario for my character basically watching it. At first she would have been dismissed, openly mocking it as a bunch of horny teenagers doing dumb stuff. However, as the play advances, her tone and posture shifts, because it begins to resonate and revive past trauma. This becomes evident when she says: "No! Don't trust the clever plan."
>>
>>98097057
A Romeo and Juliet quest is all about shifting the players from passive observers into desperate mediators working against the clock to prevent a double tragedy.
To execute this, I would structure the adventure across three distinct phases:

1. The Setup: The Forbidden Pact
The Hook: The players are hired by Friar Lawrence (or a similar mutual confidant) to help two star-crossed lovers from warring factions secretly elope, as their families are locked in a generations-old feud.
The Mission: The players must navigate the city, gather rare items (like a soporific potion to fake the bride's death), and set up a covert meeting place.

2. The Complication: The Fatal Breakdown
The Twist: The crucial message meant to explain the faked death never reaches the young man (e.g., the courier is waylaid by monsters or ambushed by one of the rival families).
The Stakes: The players learn that the young man believes his lover is genuinely dead and is heading to the family crypt with a vial of actual, lethal poison.

3. The Climax: The Race Against Time
The Timer: The party must race across the city and physically intervene before the young man carries out the tragic act.
The Resolution: Success means a daring escape, revealing the faked death, and forcing the warring factions to face the consequences of their hatred. Failure forces a tense, emotional combat or negotiation to save the surviving lover from themselves.
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>>98097057
ttrpgs are terrible for traditional linear narratives. So no I woukd not do it.
>>
>>98097057
>/qst/
>>
>>98097057
>want to run a game based on Romeo and Juliet
>...in 40k
>Romeo is a nice aristocratic boy who hasn't seen much of the world outside the palatial floors of the hive spire where he lives
>Juliet is part of a Drukhari raiding party come to take slaves for the usual reasons
>Romeo takes one look at her and his dick commandeers his entire cognition
>Juliet takes one look at him and thinks "yay a new toy!"
>his friends try desperately to keep him from committing suicide
>Juliet's raiding partners can't believe she's falling for this barely sapient teenage ape

Which of these >>98097129 systems would work best with this scenario?
>>
>>98097057
Really easily? Household/gang warfare in the streets, subterfuge and infiltration, literal fetch quests... It's literally a full campaign.

Imagine being just one of the the foot soldiers/servants in service to the Capulets or Montagues. They're basically Mafia families.
>>
I do not believe OP knows anything about the Montagues or the Capulets
>>
>>98102173
Of course he doesn't, he's a dumbass who doesn't even play games.
>>
>>98097057
>run a quest
Yeah, on >>>/qst/.
>>
>>98097057
Two rival families who have at war for each other for ages, each have a teen offspring that falls in love with another? Easy to do, have a dwarf princess fall for an orc prince. A paladin that falls for a Warlock. An Aasimar that falls for a Tiefling, etc. Players have to either facilitate the romance without either side finding out, or have to prevent it.



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