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How to read player discomfort...?
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<blockquote data-quote="masshysteria" data-source="post: 5364541" data-attributes="member: 16055"><p>Everyone that mentioned open, honest communication as being key here is right on. </p><p></p><p>Oryan77 makes note of how extreme situation can make for compelling conflict. But this isn't exactly true. It is the strong emotions that get attached to these extreme situations that can create compelling conflict. And on the flip side of the coin, these strong emotions can stop a game or gamer in their tracks. The game table doesn't necessarily provide the context to explore, vent, or cope with these emotions and, as a result, people get uncomfortable.</p><p></p><p>As roleplayers though, I think we try to put everything back into the game. So an emotional response ends up an in character action. If a player starts acting out of character or going against the grain of the game, going out of their way to do or avoid certain things, that may be a warning sign of a player on the edge of uncomfortable.</p><p></p><p>Edit: That's not to say verbal and non-verbal clues aren't present, just tossing out another thing to think about.</p></blockquote><p></p>
[QUOTE="masshysteria, post: 5364541, member: 16055"] Everyone that mentioned open, honest communication as being key here is right on. Oryan77 makes note of how extreme situation can make for compelling conflict. But this isn't exactly true. It is the strong emotions that get attached to these extreme situations that can create compelling conflict. And on the flip side of the coin, these strong emotions can stop a game or gamer in their tracks. The game table doesn't necessarily provide the context to explore, vent, or cope with these emotions and, as a result, people get uncomfortable. As roleplayers though, I think we try to put everything back into the game. So an emotional response ends up an in character action. If a player starts acting out of character or going against the grain of the game, going out of their way to do or avoid certain things, that may be a warning sign of a player on the edge of uncomfortable. Edit: That's not to say verbal and non-verbal clues aren't present, just tossing out another thing to think about. [/QUOTE]
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How to read player discomfort...?
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