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RPG Evolution: When Gaming Bleeds
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<blockquote data-quote="Umbran" data-source="post: 7822393" data-attributes="member: 177"><p>Okay. So, here's the thing that may have gotten missed - if a player tells you to stop something, an extremely common response is to ask, "Why?" and enter into a dialog.</p><p></p><p>A major point of the X-card is to <em>avoid that question</em>. After all, this was not designed for someone with a mild dislike of a thing to edit content. It was designed to give you a way to get feedback from people for whom the issue is extremely personal, traumatizing, outright terrifying, or the like, in addition to those details not actually being any of our business. </p><p></p><p>Asking a person on the verge of, say, an actual and honest panic attack to verbalize the details of their issue is usually contraindicated. It forces them to continue to face the concepts that are causing them extreme distress, and is apt to drive them deeper into the problem, rather than give them an escape hatch.</p><p></p><p>There are a few out there these days who have decided that they are goig to be 100% open about their issues, and you can have a conversation like this:</p><p></p><p>"Please stop."</p><p>"Why? What's the problem?"</p><p>"Right now, you, playing this NPC, happen to have an uncanny resemblance to my rapist."</p><p></p><p>But a lot of GMs are not ready to handle conversations like that, and how to handle them is outside the purview of an RPG supplement. Nor is this a conversation that could reasonably be expected to be avoided by prior discussion - nobody would be able to know what you'd remind the player of until that moment.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7822393, member: 177"] Okay. So, here's the thing that may have gotten missed - if a player tells you to stop something, an extremely common response is to ask, "Why?" and enter into a dialog. A major point of the X-card is to [I]avoid that question[/I]. After all, this was not designed for someone with a mild dislike of a thing to edit content. It was designed to give you a way to get feedback from people for whom the issue is extremely personal, traumatizing, outright terrifying, or the like, in addition to those details not actually being any of our business. Asking a person on the verge of, say, an actual and honest panic attack to verbalize the details of their issue is usually contraindicated. It forces them to continue to face the concepts that are causing them extreme distress, and is apt to drive them deeper into the problem, rather than give them an escape hatch. There are a few out there these days who have decided that they are goig to be 100% open about their issues, and you can have a conversation like this: "Please stop." "Why? What's the problem?" "Right now, you, playing this NPC, happen to have an uncanny resemblance to my rapist." But a lot of GMs are not ready to handle conversations like that, and how to handle them is outside the purview of an RPG supplement. Nor is this a conversation that could reasonably be expected to be avoided by prior discussion - nobody would be able to know what you'd remind the player of until that moment. [/QUOTE]
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