Player's Handbook · Chapter 1

What You Do

Heartline is about characters who want things they cannot pursue without affecting other people. Your desire might be romantic, professional, familial, social, artistic, political, or deeply personal. Romance matters because it competes with those other wants rather than replacing them.

You control your character's actions and private feelings. The GM controls the world and everyone else. NPCs have their own desires, obligations, boundaries, secrets, rivals, friends, family, and futures. They do not exist as romance routes waiting for enough approval points.

Most play is ordinary fiction: you say what you do, the GM says what happens, and the scene continues. Roll only when you are actively trying to change an uncertain situation and the outcome matters.

A typical Heartline Episode begins with people already under social pressure. An event, deadline, return, announcement, competition, family obligation, business problem, ceremony, or public expectation puts relationships in motion. Scenes change the situation. Secrets become harder to contain. Scandals spread. Heat rises. Eventually incompatible desires collide and someone must choose what they are willing to risk.

The system does not promise that every attraction becomes romance or every rupture is repaired. A satisfying story can end in commitment, friendship, rivalry, reconciliation, departure, independence, or a relationship that remains complicated.

Manual updated Aug 14, 2026.