I accidentally made a rom-com subplot in one of my games… Twice… And the players loved it both times.
The first time there was a divorced smith lady who sort of had a death wish, and the timid tavern owner who had a massive crush on her. Of course the players wanted to set them up.
The second time, the players had to infiltrate a masquerade ball. Sadly I’m starting to forget the details. I think there was tension around meeting them while masked and, like a rom com, trying to figure out what they thought about the PC. And then they tried to get the NPC involved in their heist, because they just happened to have a skill they needed. And of course it wasn’t a clean heist, and the NPC had some trauma.
People are emotional. All of us, more or less. Some people also sometimes have other ways of engaging with the world.
But cars are emotional for people. So was 9/11. Facts don’t really matter.
So when you tell someone something bad about cars, they have an emotional response and that’s game over. Especially if they see you as out-group.
I don’t know how to fix this but I think it’s the root of all of our problems.
Maybe if we can get people to see experts as in-group again?