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<blockquote data-quote="MNblockhead" data-source="post: 7757461" data-attributes="member: 6796661"><p>I can see why this would be an attractive option for some DM, especially at conventions and organized play sessions. It is a good-hearted attempt to support people you may have issues with certain content and given them a way to register this without having to go into detail what their personal issue is. I would guess that it would not get much if any use if I were to use it. </p><p></p><p>But when I try to think through it in practice, I can see it making things worse. The person with the issue still has to publicly indicate discomfort with a topic, which many people with phobias and traumatic experience are not going to want to do, even if they don't have to talk about it. And I can see many instances where, without more context, I may misunderstand what is making them uncomfortable or what their level of discomfort is. For example, the party come across a <a href="https://open5e.com/monsters/tome-of-beasts/d/dissimortuum" target="_blank">dissimortuum</a> who is dismembering a corpse and adding the pieces to a large bag of purtrifying body parts. </p><p></p><p>Player taps X. </p><p></p><p>I tone down my description. Thinking the level of gore is making the player uncomfortable. I continue with the encounter using less descriptive, more mechanic-focused terms. Some players may be disppointed that the encounter and combat are not colorfully narrated, but most adults are willing to make accomodations. But then the player gets up and leaves. I later find out that the player had recently been present at a suicide at a metro and a part of the person's body flew out and hit them. They still suffer PTSD. </p><p></p><p>Note - this exact scenario never happened to me, but due to my work in a prior job, I've met many people with stories like this. </p><p></p><p>I want to be understanding, but an "X" card really didn't help. </p><p></p><p>I'm planning to run some games at a convention for the first time. Measures that I will take to help ensure that nobody is caught off guard with scenes that they are uncomfortable with are:</p><p></p><p>1. The con has a pretty clear rating system. I'll make sure I conservatively apply it (i.e., if in doubt rate it more mature)</p><p></p><p>2. My description will clearly describe the adventure subject and setting and warn of any subject matter that is commonly an issues.</p><p></p><p>3. Before the session starts -- I will explain that I want everyone to enjoy the session and will go over the rating and description and again point out things that a more likely to be problematic. I don't want to give spoilers, so they will likely be general: "This is a 17+ D&D adventure. It will involve violence and descriptions of injury and gore. It may involve fiends, giant insects, aberrations and other horrors to be found in the various published monster manuals. Romance is unlikely but if it comes up, it will be played 'fade to black.' Same with torture." </p><p></p><p>I'm not saying I will use that, but I do want to come of with a very quick sentence or two to remind people of the type of game they signed up for. </p><p></p><p>4. I'll handout initiative tents where I ask them to write their AC, passive perception, character name, etc. and, on the DM side, give space for them to write any topics that they have issues with. That way the need not bring it up in front of others, even touching an X. I will, however, say that while I will do my best to accommodate requests to avoid certain topics, I can't rewrite the adventure on the spot. </p><p></p><p>If I do the above, I'm not sure what an "X" card adds to it. </p><p></p><p>As for the "O" card. I feel it could get distracting and it just doesn't seem fun. I've toyed with the idea of "DM inspiration" in the past. If the party really likes a scene or NPC or how I run on something....whatever, they can award me an inspriation point. Every player gives one. I get to use that inspiration the same way that they do, but with NPC rolls. It was fun for a session, but I discontinued it. </p><p></p><p>With a regular group, you just elicit their feedback and use it in prepping future sessions. For a game at a con or when running an AL module, you are limited in how much you can do with that feedback. It just becomes a metagame distraction. </p><p></p><p>So I'm not so against them that I would walk away from a table that used them, and I appreciate the intent, but I find them unnecessary and distracting.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7757461, member: 6796661"] I can see why this would be an attractive option for some DM, especially at conventions and organized play sessions. It is a good-hearted attempt to support people you may have issues with certain content and given them a way to register this without having to go into detail what their personal issue is. I would guess that it would not get much if any use if I were to use it. But when I try to think through it in practice, I can see it making things worse. The person with the issue still has to publicly indicate discomfort with a topic, which many people with phobias and traumatic experience are not going to want to do, even if they don't have to talk about it. And I can see many instances where, without more context, I may misunderstand what is making them uncomfortable or what their level of discomfort is. For example, the party come across a [URL="https://open5e.com/monsters/tome-of-beasts/d/dissimortuum"]dissimortuum[/URL] who is dismembering a corpse and adding the pieces to a large bag of purtrifying body parts. Player taps X. I tone down my description. Thinking the level of gore is making the player uncomfortable. I continue with the encounter using less descriptive, more mechanic-focused terms. Some players may be disppointed that the encounter and combat are not colorfully narrated, but most adults are willing to make accomodations. But then the player gets up and leaves. I later find out that the player had recently been present at a suicide at a metro and a part of the person's body flew out and hit them. They still suffer PTSD. Note - this exact scenario never happened to me, but due to my work in a prior job, I've met many people with stories like this. I want to be understanding, but an "X" card really didn't help. I'm planning to run some games at a convention for the first time. Measures that I will take to help ensure that nobody is caught off guard with scenes that they are uncomfortable with are: 1. The con has a pretty clear rating system. I'll make sure I conservatively apply it (i.e., if in doubt rate it more mature) 2. My description will clearly describe the adventure subject and setting and warn of any subject matter that is commonly an issues. 3. Before the session starts -- I will explain that I want everyone to enjoy the session and will go over the rating and description and again point out things that a more likely to be problematic. I don't want to give spoilers, so they will likely be general: "This is a 17+ D&D adventure. It will involve violence and descriptions of injury and gore. It may involve fiends, giant insects, aberrations and other horrors to be found in the various published monster manuals. Romance is unlikely but if it comes up, it will be played 'fade to black.' Same with torture." I'm not saying I will use that, but I do want to come of with a very quick sentence or two to remind people of the type of game they signed up for. 4. I'll handout initiative tents where I ask them to write their AC, passive perception, character name, etc. and, on the DM side, give space for them to write any topics that they have issues with. That way the need not bring it up in front of others, even touching an X. I will, however, say that while I will do my best to accommodate requests to avoid certain topics, I can't rewrite the adventure on the spot. If I do the above, I'm not sure what an "X" card adds to it. As for the "O" card. I feel it could get distracting and it just doesn't seem fun. I've toyed with the idea of "DM inspiration" in the past. If the party really likes a scene or NPC or how I run on something....whatever, they can award me an inspriation point. Every player gives one. I get to use that inspiration the same way that they do, but with NPC rolls. It was fun for a session, but I discontinued it. With a regular group, you just elicit their feedback and use it in prepping future sessions. For a game at a con or when running an AL module, you are limited in how much you can do with that feedback. It just becomes a metagame distraction. So I'm not so against them that I would walk away from a table that used them, and I appreciate the intent, but I find them unnecessary and distracting. [/QUOTE]
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