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<blockquote data-quote="Abstruse" data-source="post: 7958483" data-attributes="member: 6669048"><p>I finally came across a good analogy thanks to Twitter for what's wrong with the apology. It focuses solely on the lack of any safety tools in the game and didn't address any other problems.</p><p></p><p>"I like to punch people in the face!" Well, this is typically seen as bad. However, if someone else says "I also like to punch people in the face! We should get in a boxing ring and punch each other in the face!" Which is cool for people who like participating in boxing matches. Everyone involved knows what's going on in advance and has agreed to the concept of punching one another in the face. There are safety tools to make sure that you're as protected as you can be when punching someone in the face, like boxing gloves, headgear, mouthpieces, etc.</p><p></p><p>RPGs with controversial subjects are the same. If you're going to include subjects that may be objectionable, offensive, controversial, triggering, etc. in your game and everyone is cool with it, that's perfectly fine. Use safety tools to make sure that everyone is protected and go for it. That's why the tools exist, so that players and gamemasters who want to explore dark subject matter can do so in a way that protects everyone so everyone's having fun and no one's hurt.</p><p></p><p>But if you <em>only </em>focus on the safety tools and not the subject matter itself or its presentation or talking about it in advance...it's like saying "I like to punch people in the face, and because I'm wearing boxing gloves and headgear, it's perfectly fine for me to punch anyone I want anytime I want!" No, that's not okay.</p><p></p><p>The same goes for the audience in a live-streamed game. At the risk of stretching the analogy too far, the audience should know if they're signing up to watch a boxing match. It doesn't matter what protective gear the boxers are wearing if the audience wasn't expecting to watch two people brutally beat the crap out of one another.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 7958483, member: 6669048"] I finally came across a good analogy thanks to Twitter for what's wrong with the apology. It focuses solely on the lack of any safety tools in the game and didn't address any other problems. "I like to punch people in the face!" Well, this is typically seen as bad. However, if someone else says "I also like to punch people in the face! We should get in a boxing ring and punch each other in the face!" Which is cool for people who like participating in boxing matches. Everyone involved knows what's going on in advance and has agreed to the concept of punching one another in the face. There are safety tools to make sure that you're as protected as you can be when punching someone in the face, like boxing gloves, headgear, mouthpieces, etc. RPGs with controversial subjects are the same. If you're going to include subjects that may be objectionable, offensive, controversial, triggering, etc. in your game and everyone is cool with it, that's perfectly fine. Use safety tools to make sure that everyone is protected and go for it. That's why the tools exist, so that players and gamemasters who want to explore dark subject matter can do so in a way that protects everyone so everyone's having fun and no one's hurt. But if you [I]only [/I]focus on the safety tools and not the subject matter itself or its presentation or talking about it in advance...it's like saying "I like to punch people in the face, and because I'm wearing boxing gloves and headgear, it's perfectly fine for me to punch anyone I want anytime I want!" No, that's not okay. The same goes for the audience in a live-streamed game. At the risk of stretching the analogy too far, the audience should know if they're signing up to watch a boxing match. It doesn't matter what protective gear the boxers are wearing if the audience wasn't expecting to watch two people brutally beat the crap out of one another. [/QUOTE]
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