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How to read player discomfort...?
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<blockquote data-quote="Nagol" data-source="post: 5364185" data-attributes="member: 23935"><p>Open communication is key. Having the ability to read body language / group interplay is very helpful for the GM, but nothing beats direct communication when one party is uncomfortable.</p><p></p><p>The players need to be mature enough / assertive enough to make the boundary known to the GM should it be crossed inadvertently.</p><p></p><p>The only 'no fly' zones are those the GM is uncomfortable running. The GM can propose any campaign he feels comfortable running. It's up to the players to make the decision as to whether to play in any particular game.</p><p></p><p>A GM should describe the specific style of game and elements he feels may be controversial to the prospective players so they can make informed decisions as to whether or not to participate. A player has little reason to complain about the campaign elements being uncomfortable if those elements were disclosed to the player in advance of play. </p><p></p><p>If a player decides to participate and then finds he is more uncomfortable than expected, he can ask the GM if some elements can be de-emphasized, but should be prepared to step aside if the GM thinks those elements are necessary for the campaign he expects to run. If a player is uncomfortable and doesn't leave voluntarily and the discomfort is affecting the rest of the group, then the GM should take action.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5364185, member: 23935"] Open communication is key. Having the ability to read body language / group interplay is very helpful for the GM, but nothing beats direct communication when one party is uncomfortable. The players need to be mature enough / assertive enough to make the boundary known to the GM should it be crossed inadvertently. The only 'no fly' zones are those the GM is uncomfortable running. The GM can propose any campaign he feels comfortable running. It's up to the players to make the decision as to whether to play in any particular game. A GM should describe the specific style of game and elements he feels may be controversial to the prospective players so they can make informed decisions as to whether or not to participate. A player has little reason to complain about the campaign elements being uncomfortable if those elements were disclosed to the player in advance of play. If a player decides to participate and then finds he is more uncomfortable than expected, he can ask the GM if some elements can be de-emphasized, but should be prepared to step aside if the GM thinks those elements are necessary for the campaign he expects to run. If a player is uncomfortable and doesn't leave voluntarily and the discomfort is affecting the rest of the group, then the GM should take action. [/QUOTE]
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