Support conversations can be daunting to write - no objection there at all! At the same time, they’re (in my view) one of the most well-liked parts of Fire Emblem. Their combat bonuses usually aren’t too important, but their ability to enrich our understanding of characters is beautifully executed. Think about the smooth connection between gameplay and story, here. The more you use two characters together, the more they get to know each other, unlocking character-developing conversations and combat bonuses when they’re close. It’s brilliant!
Not to mention, for Fire Emblem games where a lot of playable characters do not really contribute to the main plot, we really only get to hear them talk during support conversations. Those conversations bring to life otherwise forgettable characters.
But, the question is, what to write?
Obviously support conversations can feel challenging, but flip that coin to the other side, and they present a lovely opportunity. One of my favorite parts of making a rom hack is lining up all my playable characters (on an Excel file) and asking myself - who would have something to say to whom? That’s always my starting point. Who would have a fascinating conversation?
Two characters might have a fascinating conversation with each other for a few reasons (and having just one of these reasons is a good enough justification to make them support partners):
- They already have an established relationship. They’re brothers, or old friends, or fellow mercenaries. So them talking would be them deepening their relationship or discussing past events that brought them together or brought them into the plot.
- They have no relationship, but they have personalities that would either complement or clash each other in interesting ways. Maybe one is headstrong and brash and the other is calm and collected. One could be bookish scholar and the other doesn’t know how to read. Put them together and see what happens. Do they conflict, or do they learn from each other (usually the first, followed by the second)?
- They have a reason to talk to each other based on the events of the plot. Maybe one of the characters you recruit early on had their village destroyed by a group of necromancers who were gathering corpses to create a zombie army. Then, mid way through the game, you recruit one of the necromancers who betrayed her comrades in a moment of clarity of conscience. Woah - these two probably have a lot to talk about. Grudges to be hashed out, apologies to be uttered, forgiveness to be offered. The plot demands these two talk (and potentially fall in love)
- Speaking of romance, the next reason for a support is romance. When you look at these two, you’re just sure that they could fall in love. Make it happen in just three conversations. Not everyone is a fan of romantic supports, but I’m a huge sucker for them.
- The anti-reason / the wildcard. Two characters have absolutely no reason to be support partners. Great, cool, you’re gonna make them support anyway. What would they talk about? Maybe one of them has a secret hobby the other walks in on them perfecting. Maybe they both have the same strange mysterious birthmark. Who knows! Always toss in a few wildcards and see where your imagination takes you!
Once I’ve sorted out my established-relationship supports, my personality supports, my plot-demands-it supports, my romance supports, and my wildcard supports, I start writing down, in as little as a single sentence, what I want to happen in the C, the B, and A support conversation for a given pairing. If you have the right core idea, these little conversation notes aren’t too bad to whip up.
And then you write them.
It’s always a lot of work, but this method has helped me turn a daunting task into a slightly more organized, less daunting task 