Celebrim
Legend
I think RC is technically correct, but in danger of jumping some RPG equivalent of Godwin's Law. So, correct, but probably the hyperbole is probably confusing as much or more as it is illuminating.
I think there is an easier way to get at RC's point without reductio ad absurdum.
Earlier in the thread one of the focuses of debate between people was whether or not a particular game element was inherent to the game. Quite a few people on both sides immediately realized that player #2 could be shown to be 'in the wrong' if they could show that the objection was to something that people generally accepted as being an inherent part of D&D.
That is for example, if player #2 said to player #1, "Wait a minute, you're an elf?" rather than, "Wait a minute, your character is in love with mine?", it would color how we percieved the objection, "I'm not comfortable with that. You should play something else." So various people launched into attempts to prove that romance was or was not inherently an aspect of RPG's.
But let's reverse the problem. Suppose player #1 came to the table as a new player and said, "Ok, so my character is an elf and he's in love with one of the party members." It is quite easy to see that in certain groups there could already be an existing rule that, "No one plays elves because, because elves just creepy." else, "No one plays a character that is in love with another PC, because that just makes people uncomfortable." On some tables, player #1 will find an objection, "It's ok to play a character that is in love with another PC, but you can't be an elf." And at others, "You can play an elf, but you can't be in love with another PC."
See, the problem with attempting to prove that romance is or isn't inherently part of the game is that whatever is inherently part of the game is entirely an opinion.*
Everyone I think agreed that if the table had some existing rule permitting or excluding a form of play, then the table rule trumped someone's feelings of discomfort. That is to say, everyone in this thread has already agreed that in some cases the game is more important than making a friend comfortable. This isn't even a point of contriversy. It's something no one in the thread objected to earlier. Really however, it's unfair to say that anyone said, "the game is more important than a friend." What we all agreed to is (more or less) "Sometimes the needs of the many are more important than the needs of the few or the one."**
Now people are saying things like, "People outside the social circle don't get a say in what's going on inside the social circle. However, once inside my social circle then if they object to what is going on then we have to stop whatever we are doing." But we don't need to go as far a field as 'Jack Chick' to show that 'the social circle' in the example is being defined circularly, "And by social circle, I mean those people that I play with, who I've previously defined as only making objections I'm sympathetic to". We only have to go back into the thread to read those same people coming up with exceptions where they weren't sympathetic to player #2's objections and that - in their opinion - those objections weren't like the objection 'Your PC on PC romance is making me uncomfortable."
Once again, unless you count me (and I'm not sure you are should), I don't think that there are two sides in this thread. There is, as I said earlier on, in essence just one sort of argument being made here, and which side of this you think that you are on depends sololy on whether you've chosen to empathize with imaginary player #1 or imaginary player #2. The core argument that is actually being advanced is, "My feelings are more valid than your feelings." I don't think there has been nearly enough emphasis placed on the comprimise, and there is an amazing amount of continued binary thinking still going on for this thread being in as advanced of a state as it is. For example:
Why are we still insisting on this being an either/or sitaution, and not only an either/or situation, but that the only alternatives are one of two extremes?
*Technically, this isn't true. It's only true of specific story elements. Abstract elements shared by all stories are going to at some level be a part of all games. For example, all games will feature conflict of some sort at some point.
**I recognize that this isn't actually the only underlying moral basis that may be motivating peoples choice here, I'm merely using this as a convienent marker to show that its never anything ridiculous (and insulting) as "you think the game is more important than people."
I think there is an easier way to get at RC's point without reductio ad absurdum.
Earlier in the thread one of the focuses of debate between people was whether or not a particular game element was inherent to the game. Quite a few people on both sides immediately realized that player #2 could be shown to be 'in the wrong' if they could show that the objection was to something that people generally accepted as being an inherent part of D&D.
That is for example, if player #2 said to player #1, "Wait a minute, you're an elf?" rather than, "Wait a minute, your character is in love with mine?", it would color how we percieved the objection, "I'm not comfortable with that. You should play something else." So various people launched into attempts to prove that romance was or was not inherently an aspect of RPG's.
But let's reverse the problem. Suppose player #1 came to the table as a new player and said, "Ok, so my character is an elf and he's in love with one of the party members." It is quite easy to see that in certain groups there could already be an existing rule that, "No one plays elves because, because elves just creepy." else, "No one plays a character that is in love with another PC, because that just makes people uncomfortable." On some tables, player #1 will find an objection, "It's ok to play a character that is in love with another PC, but you can't be an elf." And at others, "You can play an elf, but you can't be in love with another PC."
See, the problem with attempting to prove that romance is or isn't inherently part of the game is that whatever is inherently part of the game is entirely an opinion.*
Everyone I think agreed that if the table had some existing rule permitting or excluding a form of play, then the table rule trumped someone's feelings of discomfort. That is to say, everyone in this thread has already agreed that in some cases the game is more important than making a friend comfortable. This isn't even a point of contriversy. It's something no one in the thread objected to earlier. Really however, it's unfair to say that anyone said, "the game is more important than a friend." What we all agreed to is (more or less) "Sometimes the needs of the many are more important than the needs of the few or the one."**
Now people are saying things like, "People outside the social circle don't get a say in what's going on inside the social circle. However, once inside my social circle then if they object to what is going on then we have to stop whatever we are doing." But we don't need to go as far a field as 'Jack Chick' to show that 'the social circle' in the example is being defined circularly, "And by social circle, I mean those people that I play with, who I've previously defined as only making objections I'm sympathetic to". We only have to go back into the thread to read those same people coming up with exceptions where they weren't sympathetic to player #2's objections and that - in their opinion - those objections weren't like the objection 'Your PC on PC romance is making me uncomfortable."
Once again, unless you count me (and I'm not sure you are should), I don't think that there are two sides in this thread. There is, as I said earlier on, in essence just one sort of argument being made here, and which side of this you think that you are on depends sololy on whether you've chosen to empathize with imaginary player #1 or imaginary player #2. The core argument that is actually being advanced is, "My feelings are more valid than your feelings." I don't think there has been nearly enough emphasis placed on the comprimise, and there is an amazing amount of continued binary thinking still going on for this thread being in as advanced of a state as it is. For example:
What I'm doing is suggesting, if one is genuinely offended, that it is better to bring this up in honest discussion rather than swallow that emotion and let tension and bitterness develop over it.
Why are we still insisting on this being an either/or sitaution, and not only an either/or situation, but that the only alternatives are one of two extremes?
*Technically, this isn't true. It's only true of specific story elements. Abstract elements shared by all stories are going to at some level be a part of all games. For example, all games will feature conflict of some sort at some point.
**I recognize that this isn't actually the only underlying moral basis that may be motivating peoples choice here, I'm merely using this as a convienent marker to show that its never anything ridiculous (and insulting) as "you think the game is more important than people."
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