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RPG Evolution: When Gaming Bleeds
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<blockquote data-quote="Campbell" data-source="post: 7825657" data-attributes="member: 16586"><p>As someone involved in indie scene I have been part of groups that have used the X-Card since it was like a thing. I have never seen players use it as a weapon to force things to go their way. In the context of deeply immersive play where we have explored darker themes in games like Apocalypse World and Vampire : The Requiem emotions can run hot. I have found that having a reminder that you can speak if you feel uncomfortable with the expectation that everyone else will respect your feelings has been deeply useful. </p><p></p><p>I do feel the actual implementation is flawed not because a player can raise it with the expectation of being heard (that's a good thing by the way), but because it proscribes a solution that might not always be the best solution. It's not always best just to do a quick edit and move on. Sometimes taking a 10-15 minute breather and playing out the scene works best. Sometimes talking things over works best. Sometimes it might be better just to end it there and make some adjustments for next time. Often times what gets X-ed is not something the GM does, but something another player does and two players need to work it out. The GM should not need to act as a parent to the players.</p><p></p><p>I also have experience with groups where no attention is paid to emotional safety where we tried to do the same sort of things. I have had absolutely horrible experiences with Vampire : The Masquerade in groups where players did not feel comfortable expressing the fact that they had an unexpected emotional response to something in play. I have left groups where the emotional spillover from in game events started effecting real relationships.</p><p></p><p>Just last week we ran into an issue in a Dungeons and Dragons game I am a player in where the player of one of our characters did something which really impacted another player. I had a phone conversation where I talked to the inciting player later that night because they were upset that a game could cause these sorts of issues to happen. I let that player know they did not do anything wrong because we had never really discussed expectations and we probably should before our next game.</p><p></p><p>I do not think the X-Card or any particular technique is like necessary. We do not need any particular thing to role play including big thick books of rules and GMs. </p><p></p><p>In the right context it can be useful, especially the part where people are reminded that if they do not feel comfortable they can speak up without fear of reprisal. That kind of welcoming and inclusive environment also means that when people do not speak up we can feel more confident that we are not affecting each other. Had more attention been paid to this kind of stuff we might have averted some hurt feelings that affected a personal relationship in my Dungeons and Dragons group.</p><p></p><p>I do feel that in the context of less immersive play or where most of content comes from a GM who knows their group well or is careful not to delve too deeply into darker themes these techniques will see less use. I think they can still be somewhat useful. Overall it is much more important to make sure everyone feels comfortable speaking up as issues arise and that we all respect each rather than to embrace any specific technique.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7825657, member: 16586"] As someone involved in indie scene I have been part of groups that have used the X-Card since it was like a thing. I have never seen players use it as a weapon to force things to go their way. In the context of deeply immersive play where we have explored darker themes in games like Apocalypse World and Vampire : The Requiem emotions can run hot. I have found that having a reminder that you can speak if you feel uncomfortable with the expectation that everyone else will respect your feelings has been deeply useful. I do feel the actual implementation is flawed not because a player can raise it with the expectation of being heard (that's a good thing by the way), but because it proscribes a solution that might not always be the best solution. It's not always best just to do a quick edit and move on. Sometimes taking a 10-15 minute breather and playing out the scene works best. Sometimes talking things over works best. Sometimes it might be better just to end it there and make some adjustments for next time. Often times what gets X-ed is not something the GM does, but something another player does and two players need to work it out. The GM should not need to act as a parent to the players. I also have experience with groups where no attention is paid to emotional safety where we tried to do the same sort of things. I have had absolutely horrible experiences with Vampire : The Masquerade in groups where players did not feel comfortable expressing the fact that they had an unexpected emotional response to something in play. I have left groups where the emotional spillover from in game events started effecting real relationships. Just last week we ran into an issue in a Dungeons and Dragons game I am a player in where the player of one of our characters did something which really impacted another player. I had a phone conversation where I talked to the inciting player later that night because they were upset that a game could cause these sorts of issues to happen. I let that player know they did not do anything wrong because we had never really discussed expectations and we probably should before our next game. I do not think the X-Card or any particular technique is like necessary. We do not need any particular thing to role play including big thick books of rules and GMs. In the right context it can be useful, especially the part where people are reminded that if they do not feel comfortable they can speak up without fear of reprisal. That kind of welcoming and inclusive environment also means that when people do not speak up we can feel more confident that we are not affecting each other. Had more attention been paid to this kind of stuff we might have averted some hurt feelings that affected a personal relationship in my Dungeons and Dragons group. I do feel that in the context of less immersive play or where most of content comes from a GM who knows their group well or is careful not to delve too deeply into darker themes these techniques will see less use. I think they can still be somewhat useful. Overall it is much more important to make sure everyone feels comfortable speaking up as issues arise and that we all respect each rather than to embrace any specific technique. [/QUOTE]
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