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<blockquote data-quote="Umbran" data-source="post: 7757397" data-attributes="member: 177"><p>X card wins. </p><p></p><p></p><p></p><p>"Wait until the session is over," means you have to put up with the problematic element for the rest of the session. That's rather missing the point. </p><p></p><p>Tapping the X-card <strong><em>is speaking up</em></strong> - taking an action to inform people of a problem. </p><p></p><p>At the table, the GM launches into something that turns out to be problematic for a player. If the player says, "Please stop," do you immediately know if they are speaking in character or out of character? No. Invoking the X-card gets past all confusion on the matter. The X-card (at least as originally presented to me) is a no-discussion veto. The player who invokes the X-card does not have to explain themselves. There is no simple English word for this. You need, "I invoke the veto-without-discussion rule!" The card is somatic shorthand. I just tap it or show it around, and I'm done.</p><p></p><p>And, to be honest, making the indicator non-verbal supports it being a no-discussion item. Invoking the card is explicitly *not* starting a conversation, where saying, "I don't feel comfortable," will be taken as starting a conversation by many: "Why not?" and "Don't be a baby!" are going to be common responses.</p><p></p><p></p><p></p><p>And, if you are playing only among a group of people who know each other well, in a controlled environment, where there is a Session 0, maybe you don't need the card, and that's fine. But your particular group isn't an indictment of the concept.</p><p></p><p>Consider other scenarios - say, at a convention, where you don't know the people, and there's no time to explore people's hot buttons? Or in a large campaign setting, where there's 50+ people involved? The card makes a whole lot of sense.</p><p></p><p></p><p></p><p>Here's the thing - "uncomfortable" is probably not the right word. Neither is "disturbing". Try "offensive", "distressing", or "triggering" (in the original PTSD flashback sense). If I step on a hot button that may launch a player into a full-on panic attack, or offend them in some deep way, as a mature adult I do *not* want them to have to sit and stew in it or an entire session. I want to know I should stop *now* while we might still save the session for them. I want to make it as simple and non-judgemental as possible for them to give me that information. </p><p></p><p>Mature players should care about each other as people more than they care about the integrity of the RPG story, no?</p><p></p><p></p><p></p><p>Let us be clear - the implication that someone with an issue doesn't know the story is not real life is a major insult. The response of the human mind is *not* dependent on the stimulus being real.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7757397, member: 177"] X card wins. "Wait until the session is over," means you have to put up with the problematic element for the rest of the session. That's rather missing the point. Tapping the X-card [b][i]is speaking up[/i][/b] - taking an action to inform people of a problem. At the table, the GM launches into something that turns out to be problematic for a player. If the player says, "Please stop," do you immediately know if they are speaking in character or out of character? No. Invoking the X-card gets past all confusion on the matter. The X-card (at least as originally presented to me) is a no-discussion veto. The player who invokes the X-card does not have to explain themselves. There is no simple English word for this. You need, "I invoke the veto-without-discussion rule!" The card is somatic shorthand. I just tap it or show it around, and I'm done. And, to be honest, making the indicator non-verbal supports it being a no-discussion item. Invoking the card is explicitly *not* starting a conversation, where saying, "I don't feel comfortable," will be taken as starting a conversation by many: "Why not?" and "Don't be a baby!" are going to be common responses. And, if you are playing only among a group of people who know each other well, in a controlled environment, where there is a Session 0, maybe you don't need the card, and that's fine. But your particular group isn't an indictment of the concept. Consider other scenarios - say, at a convention, where you don't know the people, and there's no time to explore people's hot buttons? Or in a large campaign setting, where there's 50+ people involved? The card makes a whole lot of sense. Here's the thing - "uncomfortable" is probably not the right word. Neither is "disturbing". Try "offensive", "distressing", or "triggering" (in the original PTSD flashback sense). If I step on a hot button that may launch a player into a full-on panic attack, or offend them in some deep way, as a mature adult I do *not* want them to have to sit and stew in it or an entire session. I want to know I should stop *now* while we might still save the session for them. I want to make it as simple and non-judgemental as possible for them to give me that information. Mature players should care about each other as people more than they care about the integrity of the RPG story, no? Let us be clear - the implication that someone with an issue doesn't know the story is not real life is a major insult. The response of the human mind is *not* dependent on the stimulus being real. [/QUOTE]
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