Coming to this one late, but this is something that screams for a countdown clock. These kinds of arrangements are always about the process. There are lengthy and complicated negotiations involving numerous participants, many of which will have been underway long before the potential bride and the groom ever meet. At any of these steps, things can break down, but once things reach a sort of "critical mass," they're hard to stop.
So maybe it's something like, before 9:00, parties are interested, negotiations are ongoing, the idea is being given weight but no one is committed yet. Without active participation to advance the pact, both families will entertain other offers and passing time will mean a weakening of the prospects. In other words, if no one is actively trying to advance it, the countdown clock will tick backwards, much like Harm before 9:00 healing on its own.
After 9:00, however, the negotiations have been largely settled, a good-faith agreement has been made between the families, and preparations are actually underway. This is when the aroma of inevitability begins to permeate the proceedings, and unless someone is actively trying to stop it, the deed is going to be done whether the bride or groom want it or not. In other words, Harm after 9:00 gets worse with time.
And after 12:00, it's time to head to the wedding chapel.
Adding even more fun, there could also be additional Threat Clocks representing the proposals of other suitors. This gives more opportunities for both hilarity and fuckery, as discrediting other suitors becomes an additional aspect to the battle. And if two PCs are both vying for the same PC/NPC's hand? Hilarity indeed.
To handle these complicated negotiations, you might have some custom moves like:
Gifts Befitting a Blushing BrideWhen you give gifts to the family of the bride, roll+barter (up to N barter may be spent this way).
10+: The bride's family is greatly impressed. Advance the countdown clock by one tick, and take +1 forward on your next interaction with the bride's family.
7-9: The bride's family is duly impressed, but there's a complication. Advance the countdown clock by one tick, and choose 1:
- The bride's family lets it drop that there's another offer on the table. Create a new Threat Countdown representing this alternate merger and set it at 3:00.
- The family likes the gifts, but can't help comparing them to the gifts brought by the family of suitor X. Advance suitor X's Threat Countdown by one tick.
- One of the bride's relatives takes an instant and intense dislike to a member of the groom's family, and begins trying to put on the brakes. Take -1 ongoing to all future negotiations with the bride's family.
- Perhaps all is not as it seems. Some member of the bride's family lets something slip that indicates that perhaps she is not quite the catch she has been talked up to be. The bride's "Eligibility" score goes down by one.
6-: The bride's family is insulted. Maybe they feel like the amount was not commensurate with what their daughter is worth, maybe they just didn't like the gifts themselves. Or maybe they're just looking for an excuse because they've had a better offer. Either way, pull the countdown clock back two steps. If this drops it to 0:00 or earlier, this window has closed irrevocably.
First ImpressionsThe first time the bride and groom meet, roll+Hot.
10+: The bride thinks you're a smoking hottie and stops (or at least greatly slows) throwing tantrums to daddy about not wanting to get married. Advance the countdown clock by one tick and take +1 forward to your next interaction with the bride herself.
7-9: The bride thinks you're decent looking, but isn't blown off her feet. Advance the countdown clock by one tick and choose 1:
- The bride's chaperone doesn't like the look of you. Take -1 forward to your next interaction with the bride where the chaperone is present.
- The bride isn't all that impressed with you, but the bride's little sister is completely smitten, to the point that she's on you every chance she gets. Any time you are doing anything in the presence of the bride's family, you are Acting Under Fire as you try to keep the little minx's lascivious attempts to get at you from being discovered.
- The bride likes you but doesn't find you as attractive as suitor X. Advance suitor X's Threat Countdown by one tick.
- Turns out those pictures of the bride were pretty well-doctored "glamor shots." She's not nearly as attractive in person. Reduce her "Eligibility" score by one.
6-: The bride finds you revolting. Maybe she really doesn't like your manly unibrow. Maybe she doesn't like tall men. Maybe she doesn't like men. Either way, she has threatened to throw herself out the window in the tallest tower if forced to marry you. Daddy still remains resolute that this is a good match, so while your countdown clock is safe, take -2 ongoing on all future interactions with the bride-to-be. Yeah, she hates the look of you that much.
Matchmaker/HomewreckerAny time you undertake negotiations on behalf a suitor (or a smear campaign against one), roll+Sharp.
10+: You make your case convincingly. Advance the countdown clock of the suitor in question by one tick in the direction you desire. Additionally, your arguments are so well-stated that you may advance the countdown clock of
another suitor in the opposite direction.
7-9: Pick 2:
- You are well spoken and the family seems receptive to your ideas. Advance the countdown clock of the suitor in question by one tick in the direction you desire.
- You are treated as a valuable source of information by the bride's family. Take +1 forward with them in your next interaction.
- You don't have to lie through your teeth to get what you want.
6-: The bride's family sees you as either an intrusive busybody or a bitter harridan. The countdown clock of the suitor in question goes one tick in the direction
opposite to what you intend.
Throw a TantrumYou rave like a lunatic, throw things, break stuff, behave badly at social functions, and generally make a pest of yourself. Once per session or after a suitable amount of downtime has passed, you may roll+Hard.
10+: In an effort to get a little bit of peace in their household, the family relents and agrees to take a step back from the negotiations. You may pull back the countdown clock of a single suitor of your choice by one tick.
7-9: Your parents offer you the kind of choice that parents tend to offer - pick one:
- Pull back the countdown clock of a suitor of your choice but take -1 ongoing with your family whenever marriage negotiations are concerned
- Suck it up and mark experience
6-: Your parents have had enough of your shit. Now they just want you gone, and the sooner the better. Advance the countdown clock of the suitor who is the front runner by one tick. In the event of a tie, use the suitor with the highest "Eligibility" score.
Any of the above described moves could have an Advanced Form: on a 12+, the desired change in countdown clock is doubled, or two clocks may be moved. Plus also, it would be awesome to have a character who had Advanced
Throw a Tantrum. ;)
And certainly some of the basic moves work too, particularly things like
Seduce or Manipulate. The actual mechanical effects might be more nebulous to adjudicate, but at some level it's all about positioning the characters within the fiction in order to set up the next move. So as a suitor who has attracted the unwanted attentions of the bride's hussy of a little sister, I could roll a
Seduce or Manipulate on my buddy Sergio to be my wingman at the big feast the bride's parents are throwing and keep that little minx occupied (meaning I wouldn't have to
Act Under Fire as described above). I could even drop him 1-barter to hit the 10+ without having to roll. "Seriously, Sergio, I'll even outfit you with luxe new threads for the party. But I need you, man." And if Sergio is a PC, well, it's his choice and further hilarity will ensue.
For "Eligibility," I'd rank it from -3 to +3 (with a -1,0,+1 value for each of wealth/prospects, beauty/temperament, and breeding) and subtract this from any rolls for negotiation. The thinking behind this is that highly eligible brides or grooms will have lots of offers to choose from, whereas the families of less desirable candidates will be much more willing to get them married off with less hassle or haggling. Even for something like a
First Impressions move would use this - after all a rich, beautiful girl from an important family has seen lots of pretty-boys come and go.
Alternately (or additionally), you could use the combination (probably the difference) of the bride and groom's Eligibilty scores as the negotiation modifier. So a suitor with +3 Eligibility isn't penalized for trying to land a girl with a +3 Eligibility, but a suitor with a -3 Eligibility is going to need a miracle to make that match happen. And if a family with a +3 child wants (for whatever crazy reason) to marrying that child off to a -3 suitor, that shit should be super easy (i.e. taking +6 to the rolls) because the parents of the less eligible partner are thanking their lucky stars their child is getting married off at all.
And for the next generation, maybe the children's base Eligibility will be that of the average of the parents. I mean, it's always in peoples' best interests to marry up, right? So after the PCs manage to arrange marriages for themselves and start having kids, they'll start haggling to advance the prospects for their children (and subsequent generations).
Obviously this is written from the AW perspective (using terms such as barter and attributes like Hot or Hard or Sharp), but I think it gets the point across. But I think the idea of a process of negotiations is interesting. it certainly gives plenty of opportunities for things to go badly, for other suitors to pop up as Threats, and for the whole process to feel like a giant, organic, delicate social process, which is what I've always imagined an arranged marriage to be.
Is this at all useful to you?