CleverNickName
Limit Break Dancing
My players are my friends and family. If one of them says that she is an arachnophobe, I am not going to use spiders in my adventures. Full stop. I don't need her to explain herself to me, I don't need a note from her doctor, and I certainly don't decide I should "help her get over it." There is no rhetoric, there is no back-and-forth, there is no deep dive into her mental health and justifications. I cross out "Giant Spider" and write "Dire Wolf" in its place, done.
If one of my players is a survivor of sexual abuse, it will never come up in my game. Forever. I don't need her to explain herself, we don't need to talk about it as a group, we don't need to discuss how it might be "unrealistic for the setting and era," or anything of the sort. Her mental wellbeing takes priority over my darling campaign setting. The conversation starts and ends the moment she says "this makes me uncomfortable." She is my friend, not a sociology experiment or political statement.
So if you are a game developer, you expand that into its broadest terms. The people at your table are now the people in your town, the people in your country. Do you care about them any less? Is it really so inconvenient for you, game developer, to consider those in your audience who might be traumatized by what you produce? Of course you can't account for every possible traumatic experience that every person might carry--but you can choose to believe those who speak up about them, and make provisions.
If one of my players is a survivor of sexual abuse, it will never come up in my game. Forever. I don't need her to explain herself, we don't need to talk about it as a group, we don't need to discuss how it might be "unrealistic for the setting and era," or anything of the sort. Her mental wellbeing takes priority over my darling campaign setting. The conversation starts and ends the moment she says "this makes me uncomfortable." She is my friend, not a sociology experiment or political statement.
So if you are a game developer, you expand that into its broadest terms. The people at your table are now the people in your town, the people in your country. Do you care about them any less? Is it really so inconvenient for you, game developer, to consider those in your audience who might be traumatized by what you produce? Of course you can't account for every possible traumatic experience that every person might carry--but you can choose to believe those who speak up about them, and make provisions.