Fake dates, rival bakeries, love letters sent by mistake: each prompt gives two characters a shared history, something one of them hasn't said and a reason it has to come out soon.
You play the royal tutor to a very spoilt princess. Snow has shut the motorway, and forty strangers are sleeping in a village hall. A firefighter who bakes on their days off, someone you said goodbye to at the station once, buys a love charm at the market and asks you to test whether it works. But the charm doesn't work at all, and they know it, because they made it themselves. Before the fireworks start, the charm stops glowing, leaving them to admit there was never any magic in it. What do you do? Keep the mood bright and rom-com quick.
Tap any underlined part to roll it again; lock parts in the list below to keep them.
A romance scene needs a reason the characters keep meeting and a reason they can't keep putting it off. The settings provide the first: two rival bakeries face each other across the market square, or a lighthouse has been turned into a hotel with exactly two rooms. The clock provides the second, whether that's before the last train home, by Saturday's wedding or before the season's final ball.
The hidden information is usually the unsaid thing. A weather forecaster who keeps lending umbrellas has forty of them in the hallway; a fake courtship was a way to say it without saying it. Play towards that moment rather than past it.
Familiar romance shapes are all here. Pretend to be their partner at a sister's wedding. Take a bet of a week's washing-up that they can make you laugh before midnight. Help them write a love letter to someone else. Set the relationship to rivals for enemies to lovers, or to friends for a slow burn between people who grew up next door.
Pick the tone to match. “Sparkling and screwball” wants fast banter; “slow and tender” wants pauses and small gestures; “witty, like a Regency comedy” wants manners that hide everything.
These prompts stay safe for work and suitable for teenage writers: confessions, dances, letters and holding hands at the fireworks. With a partner, let each of you choose one part to lock before you roll, so both of you get something you're excited to play.
Fancy a love story somewhere stranger? Every other genre on the generator accepts a romance relationship too, from a fantasy court to a settlement after the collapse.
You play a crossword setter for the local paper. Two rival bakeries face each other across the market square. A weather forecaster who is always wrong — whom you keep accidentally bumping into — brings you an umbrella every time it rains, even though they live across town. What you don't yet know: they've spent half their wages on umbrellas, and there are forty of them in their hallway. By the end of the week, the forecast says sun for a month, leaving them no more reasons to come by, and you have to decide how far you'll go.
You are a ferry deckhand with a terrible singing voice. A seaside town holds its last summer fete before the pier closes for repairs. A violinist from the touring orchestra digs up a time capsule with your name on the lid, and they're someone you grew up next door to. The catch: inside is a promise you wrote at the age of ten, and they've kept the other half of it. Before the fireworks start, the capsule is opened in front of everyone you know, with the promise read aloud — so choose now.
You play a debutante who would rather be a botanist. A Regency ballroom glitters on the first night of the London season. A lady-in-waiting who knows every rumour at court, someone you sent a love letter to by mistake, suggests you both pretend to be courting to stop your families matchmaking. But they've been in love with you since the first family dinner, and the plan was a way to say it without saying it. Before the season's final ball, the families announce an engagement party for the couple who don't exist. What do you do?
You play a debutante who would rather be a botanist. A Regency ballroom glitters on the first night of the London season. A vet who is frightened of cats — whom you keep accidentally bumping into — hands you the key to a walled garden their grandmother left them. What you don't yet know: the garden was planted by two people who were never allowed to marry, and their letters are hidden under the roses. Before the last train home, the garden is sold at auction with the letters still under the roses, and you have to decide how far you'll go. Keep the mood cosy, like a winter film.
You play a translator for a visiting orchestra. The ice rink goes up in the town square for winter, and so do the hot chocolate stalls. A duke who is terrible at small talk, someone you were partnered with on a school project, buys a love charm at the market and asks you to test whether it works. But the charm doesn't work at all, and they know it, because they made it themselves. Before the curtain goes up, the charm stops glowing, leaving them to admit there was never any magic in it. What do you do? Keep the mood nostalgic and sunlit.
You play a fisherman's daughter who wants to see the world. The ice rink goes up in the town square for winter, and so do the hot chocolate stalls. A pastry chef who never smiles — whom you were set up with by a meddling aunt — rings you at midnight to say they've seen a shooting star and made a wish. What you don't yet know: the wish was about you, and they have never once managed to keep a wish to themselves. Before the curtain goes up, they tell you the wish, unless you tell them yours first, and you have to decide how far you'll go. Keep the mood cosy, like a winter film.
You are a fisherman's daughter who wants to see the world. In a city where coats change colour with their wearer's mood, the spring fair has begun. The new neighbour with a very loud cello gets locked in the bookshop with you after closing, with the alarm set, and they're someone you have never quite forgiven. The catch: they have a spare key in their pocket, and they haven't mentioned it. By the end of the school year, the owner arrives to open up, leaving the spare key in need of some explaining — so choose now. Keep the mood hopeful and a bit chaotic.
You play a shepherd on an island with more sheep than people. Snow has shut the motorway, and forty strangers are sleeping in a village hall. A farmer's son who wants to be a dancer, someone you were once engaged to, needs a dance partner for the regional ballroom finals. But their last partner quit over feelings they never returned, and they're afraid of it happening again. By the time the snow melts, the music starts, with judges expecting a couple who look as if they mean it. What do you do? Keep the mood nostalgic and sunlit.
You play a land girl on a Devon farm in 1943. An Edwardian country house is hosting a weekend party with a croquet tournament. A mapmaker charting the coast one cove at a time — whom you have been writing to for a year — suggests you both pretend to be courting to stop your families matchmaking. What you don't yet know: they've been in love with you since the first family dinner, and the plan was a way to say it without saying it. By Valentine's Day, the families announce an engagement party for the couple who don't exist, and you have to decide how far you'll go. Keep the mood bright and rom-com quick.
You play a shepherd on an island with more sheep than people. The city's last record shop has a listening booth with a queue round the block. A choirmaster with a short temper and a soft heart, someone you have quietly adored for years, has lost the engagement ring they bought for someone else and asks you to help look. But they're relieved the ring is gone, because they've realised the proposal is a mistake. Before the last dance, the ring turns up in lost property, putting the proposal back on unless someone speaks. What do you do? Keep the mood warm and funny.
You are a librarian with a secret talent for karaoke. Two rival bakeries face each other across the market square. A photographer recording the town before it changes is moving to the other end of the country and asks you to help them pack, and they're someone you keep beating at the pub quiz. The catch: they've packed one box with everything you ever gave them and written your name on it. By the end of the week, the removal van pulls away with the box inside unless you say something — so choose now. Keep the mood flustered and charming.
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