el-remmen
Moderator Emeritus
This is an issue I struggle with because I know in the past I have had themes or occurrences in-game that crossed lines that I know I would never approach today, but at the same time I try to keep the fact of the past in mind b/c there are definitely things that come up in my games that while they may approach a line would not cross it - but I don't get to decide for everyone where those lines are. And just because I know I had blindspots in the past, doesn't mean I don't have any now.
It is for this reason that I went back added content warnings to my story hour for my first 3E campaign (now 15 years old) and its compiled PDFs, something I would not have considered 15 years ago. Because, for example - while there is no sexual assault in the game, the idea of it exists and the possibility of it discussed by the characters (not as something to do, but as something to prevent or wonder about). For some people even discussing it is a problem and would rather never think of that during a game. I get it. I want to know that.
My games have a lot of (fantasy) racism in them because the world has a lot of racism in it, and in considering my setting I want to think about both how those frameworks comes into play and how we can disrupt them and fight against them in ways that are (or seem) impossible in the real-world. As a PoC who has had his life directly effected by racism, and for whom confronting that in real-life is exhausting and frightening and anger-inducing and paralyzing, etc. . . but in a game? In a game, there is a potential for control and cathartic action that is not always possible (or legal or even healthy) in real life. For example, I give my players plenty of opportunity to kill slavers and supremacists and foil their plans, etc. . . some people don't want the idea of slavery or systemic disenfranchisement in their games at all, and I get that and want to respect that as well by letting them know ahead of time.
I try to be as upfront as possible these days about what to expect, not only so we can address it ahead of time, but also if it (or something unexpected) comes up during play we have a precedent for discussing it. Sometimes you might think you are okay with something and then it turns out you're not and vice versa, but having a framework for explicitly broaching that in place really helps.
It is for this reason that I went back added content warnings to my story hour for my first 3E campaign (now 15 years old) and its compiled PDFs, something I would not have considered 15 years ago. Because, for example - while there is no sexual assault in the game, the idea of it exists and the possibility of it discussed by the characters (not as something to do, but as something to prevent or wonder about). For some people even discussing it is a problem and would rather never think of that during a game. I get it. I want to know that.
My games have a lot of (fantasy) racism in them because the world has a lot of racism in it, and in considering my setting I want to think about both how those frameworks comes into play and how we can disrupt them and fight against them in ways that are (or seem) impossible in the real-world. As a PoC who has had his life directly effected by racism, and for whom confronting that in real-life is exhausting and frightening and anger-inducing and paralyzing, etc. . . but in a game? In a game, there is a potential for control and cathartic action that is not always possible (or legal or even healthy) in real life. For example, I give my players plenty of opportunity to kill slavers and supremacists and foil their plans, etc. . . some people don't want the idea of slavery or systemic disenfranchisement in their games at all, and I get that and want to respect that as well by letting them know ahead of time.
I try to be as upfront as possible these days about what to expect, not only so we can address it ahead of time, but also if it (or something unexpected) comes up during play we have a precedent for discussing it. Sometimes you might think you are okay with something and then it turns out you're not and vice versa, but having a framework for explicitly broaching that in place really helps.