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RPG Evolution: When Gaming Bleeds
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<blockquote data-quote="Hussar" data-source="post: 7824454" data-attributes="member: 22779"><p>No, it really doesn't.</p><p></p><p>Which is why I keep trying to suggest possible strategies that a DM could use to move forward. </p><p></p><p>For example, if we're in the middle of that drug thing I posted earlier, and someone taps the X card, I'm going to avoid using that drug in the future. Now whether the person was triggered because of sharks, or drug use, or whatever, I don't care. I have the evidence, right in front of me, that <em>something </em>about that drug made a player feel very, very uncomfortable.</p><p></p><p>So, skip the drug. Easy.</p><p></p><p>Now, later on down the road, over a coffee after the session, or perhaps even later, when the player has calmed down, THEN I might ask what the issue was. Or, better yet, ask if they want to talk about about it. But, confronting the player right then and there? "Why are you stopping the game? What's wrong?" when that player is already distressed and unhappy? </p><p></p><p>Yeah, that's not a conversation that's going to go well. Either the player is going to lash out, because they're already feeling very upset and you're not helping, or they're going to clam up. Or, worse, you're just justifying their guilty feelings because now you're in their face (even with the best of intentions) forcing them to talk about something they don't want to talk about. At least, not right now.</p><p></p><p>See, you keep insisting that this shuts down communication. No, it doesn't. It gives another avenue for communication that does not force anyone to expose their personal trauma at this time. Demanding someone explain themselves, to the point where you would eject them from the group if they don't explain themselves, when they are three seconds from a full blown panic attack is just NOT the correct response. It really, really, isn't.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7824454, member: 22779"] No, it really doesn't. Which is why I keep trying to suggest possible strategies that a DM could use to move forward. For example, if we're in the middle of that drug thing I posted earlier, and someone taps the X card, I'm going to avoid using that drug in the future. Now whether the person was triggered because of sharks, or drug use, or whatever, I don't care. I have the evidence, right in front of me, that [I]something [/I]about that drug made a player feel very, very uncomfortable. So, skip the drug. Easy. Now, later on down the road, over a coffee after the session, or perhaps even later, when the player has calmed down, THEN I might ask what the issue was. Or, better yet, ask if they want to talk about about it. But, confronting the player right then and there? "Why are you stopping the game? What's wrong?" when that player is already distressed and unhappy? Yeah, that's not a conversation that's going to go well. Either the player is going to lash out, because they're already feeling very upset and you're not helping, or they're going to clam up. Or, worse, you're just justifying their guilty feelings because now you're in their face (even with the best of intentions) forcing them to talk about something they don't want to talk about. At least, not right now. See, you keep insisting that this shuts down communication. No, it doesn't. It gives another avenue for communication that does not force anyone to expose their personal trauma at this time. Demanding someone explain themselves, to the point where you would eject them from the group if they don't explain themselves, when they are three seconds from a full blown panic attack is just NOT the correct response. It really, really, isn't. [/QUOTE]
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