Hot Guys Making Out RPG
Hot Guys Making Out RPG
Hot Guys Making Out RPG
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For the beautiful ghost boy
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Hot Guys Making Out is a role-playing game about the forbidden
Welcome to Hot Guys Making Out
passion between Honoré, a reclusive former nobleman, and
Gonsalvo, his young ward. It is a story about passion and romance,
about love blossoming amidst the brutality of war.
If you are new to role-playing games, they are games you play with
your friends to tell a story together. Rather than playing the game
on a board or a computer, you each take turns describing the
environment, the characters, and what they say and do. Each of
you takes control of a character in the story, dictating their actions
and emotions. By playing the game, you’ll use these characters to
tell a story.
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Spain, 1937. For nearly a year, the country has been ravaged by a
A Romantic Mystery
vicious civil war between the democratically elected Republicans
and the rebel Fascist forces of Francisco Franco. Even away from
the battle lines, the Fascists massacre thousands for suspected
political deviance, while increasingly radical Republicans execute
aristocrats and clergy as collaborators. Buoyed on both sides by a
steady stream of foreign arms and foreign soldiers, the war rages
on, leaving ruin and sorrow in its wake.
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When you play Hot Guys Making Out, you take control of a
How to Play
character in a story that you tell together with a friend or three.
Like many games, Hot Guys Making Out is played in turns and,
like many stories, it is separated into scenes. During your turn,
you’ll get to say what that character says, does, thinks, and feels, in
keeping with the rules of the game. During other people’s turns,
you’ll get to listen to what the other players describe what their
characters are saying, doing, thinking, and feeling.
Each of you will also get a chance to speak for things outside
your character: setting up the scene, setting the tone, introducing
threats, and playing background characters or antagonists.
As you play, each in turn speaking for your character or for the
greater story, you’ll be working together to build a romantic story
about the relationship between the innocent, beautiful Gonsalvo
and the mysterious, passionate Honoré. At the end of play, you
will have told a complete story together, either standing on its
own or as a chapter in a greater work.
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¤¤ Before play, each of you will pick a character and together
Outline of Play
you will pick the Threat that will come between the lovers.
(The first time you play, the Threat is chosen for you.)
¤¤ To start play, you will set up an initial scene. (The first time
you play, the initial scene is set up for you.)
¤¤ After the Threat has been resolved (which will usually occur
within 4-8 scenes), play ends.
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Before you start play, each player should pick a character from
Pick Your Character
the four below. If there are two players, they play Honoré and
Gonsalvo. For a third player, add Maria. For a fourth player, add
Olivier.
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In every story, there is a Threat that comes between the two
Pick the Threat
protagonists, Honoré and Gonsalvo, and can cause harm to them
or their relationship. When the Threat is resolved, the story ends.
So, before you start the story, you must pick which Threat they
will face this time.
The first time you play the game, use the following as the Threat:
Note: Even though Maria is jealous, she can still act in support of
the relationship, against her own jealousy.
When you play the game again, you can use other Threats, such as:
You can also invent your own Threats. A Threat can be anything
that comes between Gonsalvo and Honoré and could, in doing so,
cause harm. If you choose to invent your own Threat, don’t go into
a lot of detail about how the Threat works: just pick something
appropriate and let the details be invented in play.
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Deal each player a hand of five cards. Each player can look at their
Deal Your Hand
own hand but should keep them secret from the other players
until they are played.
SfrKA
Different types of cards have different uses, described below.
f
Diamonds, Clubs, and Spades, numbered 2-10, can be
used to take standard actions.
V
Hearts can be used to take special actions, where the
character acts free of their limitations, as well as to take
standard actions.
M
Face cards can be played as if they were numbered
11, but otherwise are treated as a regular card.
Additionally, each player has a particular face card they
can use to activate their character’s unique ability:
either Support (pg 22) or a Moment of Passion (pg 21).
A
Aces represent the Threat (pgs 11, 19), and can be used
to harm and endanger the characters. Like face cards,
aces are played as if they were numbered 11.
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The first time you play the game, the first scene is the scene
The First Scene
described in the end of A Romantic Mystery (pg 5):
The car races through the dark mountain roads, criss-crossing through Fascist and
Republican territories, dodging roadblocks and checkpoints. Pelted by rain and
gravel, it finally arrives at a noble house, well-kept but ancient. In front of the house
stands a beautiful man, his eyes distant, his mouth frowning slightly. Next to him, a
maid holds an umbrella to keep the rain off of her master’s long, flowing hair.
The driver opens Gonsalvo’s door. Somehow, at that moment, the boy understands
that he has arrived at his new home. Does he dare give voice to his feelings? In this
remote territory, can he find shelter from the horrors of war? Who is this gorgeous
mystery man, and what hidden debt does he owe Gonsalvo’s murdered father?
From here, Gonsalvo’s player takes the first turn, playing a card
out of her hand and describing Gonsalvo’s thoughts, feelings, and
actions. She might choose to speak for Gonsalvo, like an actor, or
to descrive his actions in the third person.
Note: If you have played the game before, you can start with any
scene you can come up with, rather than using this one. Start with
whatever scene makes sense to you.
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While playing Hot Guys Making Out, you will build up the story
Take Your Turn
in turns. In each turn, one player will play a card and tell a small
part of the story, roughly equivalent to a panel in a comic book or
a sentence of a novel.
From there, proceeding to the left, each player takes a turn. During
your turn you can play or pass. In either case you will add a line or
two to the story.
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If, on your turn, you choose to play, you must play a card from
Play
your hand of equal to or greater value than any card played this
turn. If you do so, you talk a bit about your character’s behavior, as
described below.
¤¤ If it’s your face card (Jack for Gonsalvo, Queen for Maria,
King for Honoré, Joker for Olivier), take your unique action,
either a Moment of Passion (pg 20) or Support (pg 21).
If you cannot play a card of equal or greater value than any card
played previously, you must pass (pg 17).
Note for experienced card game players: You cannot play a heart onto a
higher-valued non-heart. Hearts allow special actions but do not
trump. There are no trumps in Hot Guys Making Out.
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If, on your turn, you opt to pass, discard a card of any value and draw
Pass
a card. Describe a bit of environmental detail in the current scene:
something that adds to the mood without advancing the story.
Note: If you have no cards left in your hand, you must pass. Don’t
discard anything, just describe a detail and draw a card.
Note: If you choose to pass, but can’t think of any detail to add,
simply wait a moment of tense silence, then note the end of your
turn. Tense silences are always appropriate.
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If, on your turn, you played a card of equal or higher value than the
Take Action
last card played, you get to take an action. Additionally, you played
a heart, you can choose to take a special unrestricted action.
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Any time someone plays an Ace, they describe how the Threat
Advance and Portray the Threat
advances. This is limited by the number of Aces that have been
previously played, as follows:
¤¤ Three Aces: The Threat is openly hostile and may harm one
character, and menace all characters.
¤¤ Four Aces: The Threat is in full power, and may greatly harm
or kill one character, as well as harm any other character.
Leave the Aces on the table, even between scenes, to show far the
Threat has progressed.
The Threat can act during any turn, even a turn when no Ace is
played. Any player can, during their turn, have the Threat act in
a manner appropriate to the number of aces on the table. (So, if
there are two aces on the table, the Threat can menace a character.
If there are three, the Threat may harm a character.)
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Moments of Passion occur whenever Gonsalvo plays a Jack or
Moments of Passion
Honoré plays a King.
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Support occurs when Maria plays a Queen or Olivier plays a Joker.
Support
¤¤ Maria gives support through advice. Briefly play out Maria
offering advice to a character, then place the Queen in front
of them. If they act on that advice, they may play the Queen as
a card of value 11. Acting on Maria’s advice is always a special
unrestricted action.
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When all players have passed in a row, the scene ends. Reshuffle
Set Another Scene
the cards (except any Queens or Aces that are face up on the table
marking the Threat or Maria’s support).
Discuss where you want the next scene to take place, and when it
will take place. Don’t be afraid to jump in time and space, and don’t
feel that you need to include every character in every scene: you
can always cut back and forth between characters. If you cannot
decide on what scene to play next, have Honoré’s player choose.
In each new scene, play starts with Gonsalvo and passes to the left.
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You play the game by repeating the steps above: linking together
Play Well
scenes and, within each scene, taking actions and passing in turn.
Here’s some advice to keep in mind as you play: listen if it helps
you, ignore it if it doesn’t.
¤¤ At the same time, if you don’t have a first impulse, it’s okay to
take some time to think about what you want your character
to do, think, or feel.
¤¤ When you pass, don’t worry too much about the detail. If you
don’t have something on the tip of your tongue, describe an
object in the room or the weather.
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Each story centers around a Threat. Thus, when the Threat has
End the Story
been dealt with, resolved, or repelled, even just for the time being,
it’s time to end the story.
Note: The cards will never tell you whether or not a Threat is
resolved. Rather, the Threat is resolved when all of the players
believe that it has, in the story, been dealt with. If you’re in doubt
about whether or not to end the game, ask yourself if there still a
reasonable chance this Threat could harm the characters. If not,
the Threat is resolved and the game should end.
To end the story, simply take any last actions or passes that you
want to take, drawing the story to a conclusion. When the last
scene ends, the story ends.
Talk a little bit about how the story went, the possibilities for
future play, and how the relationship between the main characters
has evolved during play. Recall your favorite moments from play,
and talk to each other about the strong and weak points.
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To start a new story:
Start a New Story
¤¤ Pick your characters (or keep the same ones)
That’s it! You’re ready to play again. Play starts with Gonsalvo and
pass to the left.
You can revisit Hot Guys Making Out as many times as you like,
either stringing together many stories into a longer story arc, or
playing it each time as a stand-alone story.
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Although Hot Guys Making Out has its own set of characters,
Play With Your Own Characters
it can be used to tell stories about any characters with a similar
romantic dynamic. Once you’ve gotten the hang of the game, you
should feel free to try it with other characters.
But don’t just bring in other characters arbitrarily. If you make sure
that your characters fit into the structure of the game, then you
will have a better time while playing and you will make a better
story. You can invent your own characters from scratch or play
characters from your favorite manga, TV show, or novel.
You can even invent your own support abilities. It will probably
take some testing and fine tuning but with work you should be
able to come up with interesting and exciting abilities. To avoid
distracting attention from the lovers, though, you should limit
yourself to no more than two supporting characters.
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Once you have your characters, briefly sketch out their setting and
Play With Your Own Characters p. 2
come up with a list of example Threats. A Threat can be anything,
internal or external, that could come between the main characters,
and harm them or their relationship. If you like, you can have a
fixed initial Threat (like I did with the Gonsalvo-Honoré setting)
but you don’t have to. If you are using pre-existing characters you
can just draw Threats from their own stories. If you are making up
your own characters you’ll have to think about what could come
between the main characters.
It may be possible to use the the structure of Hot Guys Making Out
to tell other stories: romances with more than two participants,
characters with more flexible personalities, relationships beyond
romance and sex, settings that are not under constant Threat.
However, because I haven’t tried these scenarios myself, I can’t
offer you much advice. All I can do is wish you good luck and, if
you try it, ask you to let me know how it goes!
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Honoré
Honoré is the master of the house, a stern
yet alluring former nobleman. He is haunted
by a past that he dares not speak of, and has a
mysterious connection to Gonsalvo’s father.
He is passionate, active, and dashing. Play
Honoré if you like taking intense, direct
action towards your goals.
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Gonsalvo
Gonsalvo is Honoré’s young ward, a shy
young man who has trouble standing up
for himself. He is scarred by the murder of
his parents and does not know how to deal
with his intense feelings towards Honoré.
He is emotional, passive, and introspective.
Play Gonsalvo if you like talking about
emotions, giving inner monologues, and
letting others take the lead.
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Maria
Maria is Honoré’s devoted maid and
bodyservant. At the beginning of the game,
she harbors secret feelings for him, but they
are not reciprocated and may fade with time.
Play Maria if you want to be a supportive player
who gives advice. If you play Maria, you will
also play other supporting characters over
the course of the game. Pick Maria as your
character only in a three or four player game.
Even in a two player game, Maria is still
present as a secondary character.
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Olivier
Olivier is Honoré’s butler and
manservant. His family has served the
household for several generations.
He is strong, loyal, and taciturn. Play
Olivier if you want to give quiet
support through physical action. If
you play Olivier, you will also play
other supporting characters over the
course of the game. Pick Olivier as
your character only in a four player
game. Even in a two or three player
game, Olivier is still present as a
secondary character.
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To Begin a Scene: Discuss when and where you’d like the next scene
Helpful Reminders for Playing the Game
to take place. Take time to describe the environment, where the
characters are, and what they are doing. You don’t need to have
every character in every scene.
To End a Scene: When all players have passed in a row, end the scene.
To Play: Play a card from your hand equal to or greater than the
value of the highest-value card played this scene. Cards generally
use their face values, but there are exceptions:
g
For numbered cards: Value is equal to the number shown.
y
For Jacks, Queens, Kings, Aces and Jokers: Value is 11.
Two Aces: The Threat is clearly apparent and can directly menace
one character.
Three Aces: The Threat is openly hostile and may harm one
character, and menace all characters.
Four Aces: The Threat is in full power, and may greatly harm or kill
one character, as well as harm any other character.
Ending the Game: When all players agree that the Threat is resolved,
end the game at the end of that scene. Good times to check if the
Threat is resolved include, but are not limited to, whenever the
Threat is de-escalated and the end of each scene.
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